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blender-archive/source/blender/blenlib/intern/math_base_inline.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: some of this file.
*
* ***** END GPL LICENSE BLOCK *****
* */
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/** \file blender/blenlib/intern/math_base_inline.c
* \ingroup bli
*/
#ifndef __MATH_BASE_INLINE_C__
#define __MATH_BASE_INLINE_C__
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#include <float.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "BLI_math.h"
/* A few small defines. Keep'em local! */
#define SMALL_NUMBER 1.e-8f
MINLINE float sqrt3f(float f)
{
if (f == 0.0f) return 0.0f;
if (f < 0) return (float)(-exp(log(-f) / 3));
else return (float)(exp(log(f) / 3));
}
MINLINE double sqrt3d(double d)
{
if (d == 0.0) return 0;
if (d < 0) return -exp(log(-d) / 3);
else return exp(log(d) / 3);
}
MINLINE float saacos(float fac)
{
if (fac <= -1.0f) return (float)M_PI;
else if (fac >= 1.0f) return 0.0;
else return acosf(fac);
}
MINLINE float saasin(float fac)
{
if (fac <= -1.0f) return (float)-M_PI / 2.0f;
else if (fac >= 1.0f) return (float)M_PI / 2.0f;
else return asinf(fac);
}
MINLINE float sasqrt(float fac)
{
if (fac <= 0.0f) return 0.0f;
return sqrtf(fac);
}
MINLINE float saacosf(float fac)
{
if (fac <= -1.0f) return (float)M_PI;
else if (fac >= 1.0f) return 0.0f;
else return acosf(fac);
}
MINLINE float saasinf(float fac)
{
if (fac <= -1.0f) return (float)-M_PI / 2.0f;
else if (fac >= 1.0f) return (float)M_PI / 2.0f;
else return asinf(fac);
}
MINLINE float sasqrtf(float fac)
{
if (fac <= 0.0f) return 0.0f;
return sqrtf(fac);
}
MINLINE float interpf(float target, float origin, float fac)
{
return (fac * target) + (1.0f - fac) * origin;
}
/* useful to calculate an even width shell, by taking the angle between 2 planes.
* The return value is a scale on the offset.
* no angle between planes is 1.0, as the angle between the 2 planes approaches 180d
* the distance gets very high, 180d would be inf, but this case isn't valid */
MINLINE float shell_angle_to_dist(const float angle)
{
return (angle < SMALL_NUMBER) ? 1.0f : fabsf(1.0f / cosf(angle));
}
/* used for zoom values*/
MINLINE float power_of_2(float val)
{
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return (float)pow(2.0, ceil(log((double)val) / M_LN2));
}
MINLINE int is_power_of_2_i(int n)
{
return (n & (n - 1)) == 0;
}
MINLINE int power_of_2_max_i(int n)
{
if (is_power_of_2_i(n))
return n;
while (!is_power_of_2_i(n))
n = n & (n - 1);
return n * 2;
}
MINLINE int power_of_2_min_i(int n)
{
while (!is_power_of_2_i(n))
n = n & (n - 1);
return n;
}
MINLINE unsigned int highest_order_bit_i(unsigned int n)
{
n |= (n >> 1);
n |= (n >> 2);
n |= (n >> 4);
n |= (n >> 8);
n |= (n >> 16);
return n - (n >> 1);
}
MINLINE unsigned short highest_order_bit_s(unsigned short n)
{
n |= (n >> 1);
n |= (n >> 2);
n |= (n >> 4);
n |= (n >> 8);
return n - (n >> 1);
}
MINLINE float min_ff(float a, float b)
{
return (a < b) ? a : b;
}
MINLINE float max_ff(float a, float b)
{
return (a > b) ? a : b;
}
MINLINE int min_ii(int a, int b)
{
return (a < b) ? a : b;
}
MINLINE int max_ii(int a, int b)
{
return (b < a) ? a : b;
}
MINLINE float signf(float f)
{
return (f < 0.f) ? -1.f : 1.f;
}
#endif /* __MATH_BASE_INLINE_C__ */