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blender-archive/source/blender/blenlib/intern/math_vector_inline.c
Brecht Van Lommel 008863daec Merge image related changes from the render branch. This includes the image
tile cache code in imbuf, but it is not hooked up to the render engine.


Imbuf module: some small refactoring and removing a lot of unused or old code
(about 6.5k lines).

* Added a ImFileType struct with callbacks to make adding an file format type,
  or making changes to the API easier.
* Move imbuf init/exit code into IMB_init()/IMB_exit() functions.
* Increased mipmap levels from 10 to 20, you run into this limit already with
  a 2k image.
* Removed hamx, amiga, anim5 format support.
* Removed colormap saving, only simple colormap code now for reading tga.
* Removed gen_dynlibtiff.py, editing this is almost as much work as just
  editing the code directly.
* Functions removed that were only used for sequencer plugin API:
  IMB_anim_nextpic, IMB_clever_double, IMB_antialias, IMB_gamwarp,
  IMB_scalefieldImBuf, IMB_scalefastfieldImBuf, IMB_onethird, IMB_halflace,
  IMB_dit0, IMB_dit2, IMB_cspace
* Write metadata info into OpenEXR images. Can be viewed with the command
  line utility 'exrheader'

For the image tile cache code, see this page:
http://wiki.blender.org/index.php/Dev:2.5/Source/Imaging/ImageTileCache
2010-05-07 15:18:04 +00:00

446 lines
8.1 KiB
C

/**
* $Id$
*
* ***** 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,
* 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 *****
* */
#include "BLI_math.h"
#ifndef BLI_MATH_VECTOR_INLINE
#define BLI_MATH_VECTOR_INLINE
/********************************** Init *************************************/
MINLINE void zero_v2(float r[2])
{
r[0]= 0.0f;
r[1]= 0.0f;
}
MINLINE void zero_v3(float r[3])
{
r[0]= 0.0f;
r[1]= 0.0f;
r[2]= 0.0f;
}
MINLINE void zero_v4(float r[4])
{
r[0]= 0.0f;
r[1]= 0.0f;
r[2]= 0.0f;
r[3]= 0.0f;
}
MINLINE void copy_v2_v2(float r[2], const float a[2])
{
r[0]= a[0];
r[1]= a[1];
}
MINLINE void copy_v3_v3(float r[3], const float a[3])
{
r[0]= a[0];
r[1]= a[1];
r[2]= a[2];
}
MINLINE void copy_v4_v4(float r[4], const float a[4])
{
r[0]= a[0];
r[1]= a[1];
r[2]= a[2];
r[3]= a[3];
}
MINLINE void swap_v2_v2(float a[2], float b[2])
{
SWAP(float, a[0], b[0]);
SWAP(float, a[1], b[1]);
}
MINLINE void swap_v3_v3(float a[3], float b[3])
{
SWAP(float, a[0], b[0]);
SWAP(float, a[1], b[1]);
SWAP(float, a[2], b[2]);
}
MINLINE void swap_v4_v4(float a[4], float b[4])
{
SWAP(float, a[0], b[0]);
SWAP(float, a[1], b[1]);
SWAP(float, a[2], b[2]);
SWAP(float, a[3], b[3]);
}
/********************************* Arithmetic ********************************/
MINLINE void add_v2_v2(float *r, const float *a)
{
r[0] += a[0];
r[1] += a[1];
}
MINLINE void add_v2_v2v2(float *r, const float *a, const float *b)
{
r[0]= a[0] + b[0];
r[1]= a[1] + b[1];
}
MINLINE void add_v3_v3(float *r, const float *a)
{
r[0] += a[0];
r[1] += a[1];
r[2] += a[2];
}
MINLINE void add_v3_v3v3(float *r, const float *a, const float *b)
{
r[0]= a[0] + b[0];
r[1]= a[1] + b[1];
r[2]= a[2] + b[2];
}
MINLINE void sub_v2_v2(float *r, const float *a)
{
r[0] -= a[0];
r[1] -= a[1];
}
MINLINE void sub_v2_v2v2(float *r, const float *a, const float *b)
{
r[0]= a[0] - b[0];
r[1]= a[1] - b[1];
}
MINLINE void sub_v3_v3(float *r, const float *a)
{
r[0] -= a[0];
r[1] -= a[1];
r[2] -= a[2];
}
MINLINE void sub_v3_v3v3(float r[3], const float a[3], const float b[3])
{
r[0]= a[0] - b[0];
r[1]= a[1] - b[1];
r[2]= a[2] - b[2];
}
MINLINE void mul_v2_fl(float *v1, float f)
{
v1[0]*= f;
v1[1]*= f;
}
MINLINE void mul_v2_v2fl(float r[2], const float a[2], float f)
{
r[0]= a[0]*f;
r[1]= a[1]*f;
}
MINLINE void mul_v3_fl(float r[3], float f)
{
r[0] *= f;
r[1] *= f;
r[2] *= f;
}
MINLINE void mul_v3_v3fl(float r[3], const float a[3], float f)
{
r[0]= a[0]*f;
r[1]= a[1]*f;
r[2]= a[2]*f;
}
MINLINE void mul_v2_v2(float r[2], const float a[2])
{
r[0] *= a[0];
r[1] *= a[1];
}
MINLINE void mul_v3_v3(float r[3], const float a[3])
{
r[0] *= a[0];
r[1] *= a[1];
r[2] *= a[2];
}
MINLINE void mul_v4_fl(float r[4], float f)
{
r[0]*= f;
r[1]*= f;
r[2]*= f;
r[3]*= f;
}
MINLINE void madd_v2_v2fl(float r[2], const float a[2], float f)
{
r[0] += a[0]*f;
r[1] += a[1]*f;
}
MINLINE void madd_v3_v3fl(float r[3], const float a[3], float f)
{
r[0] += a[0]*f;
r[1] += a[1]*f;
r[2] += a[2]*f;
}
MINLINE void madd_v3_v3v3(float r[3], const float a[3], const float b[3])
{
r[0] += a[0]*b[0];
r[1] += a[1]*b[1];
r[2] += a[2]*b[2];
}
MINLINE void madd_v2_v2v2fl(float r[2], const float a[2], const float b[2], float f)
{
r[0] = a[0] + b[0]*f;
r[1] = a[1] + b[1]*f;
}
MINLINE void madd_v3_v3v3fl(float r[3], const float a[3], const float b[3], float f)
{
r[0] = a[0] + b[0]*f;
r[1] = a[1] + b[1]*f;
r[2] = a[2] + b[2]*f;
}
MINLINE void madd_v3_v3v3v3(float r[3], const float a[3], const float b[3], const float c[3])
{
r[0] = a[0] + b[0]*c[0];
r[1] = a[1] + b[1]*c[1];
r[2] = a[2] + b[2]*c[2];
}
MINLINE void madd_v4_v4fl(float r[4], const float a[4], float f)
{
r[0] += a[0]*f;
r[1] += a[1]*f;
r[2] += a[2]*f;
r[3] += a[3]*f;
}
MINLINE void mul_v3_v3v3(float *v, const float *v1, const float *v2)
{
v[0] = v1[0] * v2[0];
v[1] = v1[1] * v2[1];
v[2] = v1[2] * v2[2];
}
MINLINE void negate_v3(float r[3])
{
r[0]= -r[0];
r[1]= -r[1];
r[2]= -r[2];
}
MINLINE void negate_v3_v3(float r[3], const float a[3])
{
r[0]= -a[0];
r[1]= -a[1];
r[2]= -a[2];
}
MINLINE float dot_v2v2(const float a[2], const float b[2])
{
return a[0]*b[0] + a[1]*b[1];
}
MINLINE float dot_v3v3(const float a[3], const float b[3])
{
return a[0]*b[0] + a[1]*b[1] + a[2]*b[2];
}
MINLINE float cross_v2v2(const float a[2], const float b[2])
{
return a[0]*b[1] - a[1]*b[0];
}
MINLINE void cross_v3_v3v3(float r[3], const float a[3], const float b[3])
{
r[0]= a[1]*b[2] - a[2]*b[1];
r[1]= a[2]*b[0] - a[0]*b[2];
r[2]= a[0]*b[1] - a[1]*b[0];
}
MINLINE void star_m3_v3(float mat[][3], float *vec)
{
mat[0][0]= mat[1][1]= mat[2][2]= 0.0;
mat[0][1]= -vec[2];
mat[0][2]= vec[1];
mat[1][0]= vec[2];
mat[1][2]= -vec[0];
mat[2][0]= -vec[1];
mat[2][1]= vec[0];
}
/*********************************** Length **********************************/
MINLINE float len_v2(const float v[2])
{
return (float)sqrt(v[0]*v[0] + v[1]*v[1]);
}
MINLINE float len_v2v2(const float v1[2], const float v2[2])
{
float x, y;
x = v1[0]-v2[0];
y = v1[1]-v2[1];
return (float)sqrt(x*x+y*y);
}
MINLINE float len_v3(const float a[3])
{
return sqrtf(dot_v3v3(a, a));
}
MINLINE float len_v3v3(const float a[3], const float b[3])
{
float d[3];
sub_v3_v3v3(d, b, a);
return len_v3(d);
}
MINLINE float len_squared_v3v3(const float a[3], const float b[3])
{
float d[3];
sub_v3_v3v3(d, b, a);
return dot_v3v3(d, d);
}
MINLINE float normalize_v2_v2(float r[2], const float a[2])
{
float d= dot_v2v2(a, a);
if(d > 1.0e-35f) {
d= sqrtf(d);
mul_v2_v2fl(r, a, 1.0f/d);
} else {
zero_v2(r);
d= 0.0f;
}
return d;
}
MINLINE float normalize_v2(float n[2])
{
return normalize_v2_v2(n, n);
}
MINLINE float normalize_v3_v3(float r[3], const float a[3])
{
float d= dot_v3v3(a, a);
/* a larger value causes normalize errors in a
scaled down models with camera xtreme close */
if(d > 1.0e-35f) {
d= sqrtf(d);
mul_v3_v3fl(r, a, 1.0f/d);
}
else {
zero_v3(r);
d= 0.0f;
}
return d;
}
MINLINE float normalize_v3(float n[3])
{
return normalize_v3_v3(n, n);
}
MINLINE void normal_short_to_float_v3(float *out, const short *in)
{
out[0] = in[0]*(1.0f/32767.0f);
out[1] = in[1]*(1.0f/32767.0f);
out[2] = in[2]*(1.0f/32767.0f);
}
MINLINE void normal_float_to_short_v3(short *out, const float *in)
{
out[0] = (short)(in[0]*32767.0f);
out[1] = (short)(in[1]*32767.0f);
out[2] = (short)(in[2]*32767.0f);
}
/********************************* Comparison ********************************/
MINLINE int is_zero_v3(float *v)
{
return (v[0] == 0 && v[1] == 0 && v[2] == 0);
}
MINLINE int is_one_v3(float *v)
{
return (v[0] == 1 && v[1] == 1 && v[2] == 1);
}
MINLINE int equals_v3v3(float *v1, float *v2)
{
return ((v1[0]==v2[0]) && (v1[1]==v2[1]) && (v1[2]==v2[2]));
}
MINLINE int compare_v3v3(float *v1, float *v2, float limit)
{
if(fabs(v1[0]-v2[0])<limit)
if(fabs(v1[1]-v2[1])<limit)
if(fabs(v1[2]-v2[2])<limit)
return 1;
return 0;
}
MINLINE int compare_len_v3v3(float *v1, float *v2, float limit)
{
float x,y,z;
x=v1[0]-v2[0];
y=v1[1]-v2[1];
z=v1[2]-v2[2];
return ((x*x + y*y + z*z) < (limit*limit));
}
MINLINE int compare_v4v4(float *v1, float *v2, float limit)
{
if(fabs(v1[0]-v2[0])<limit)
if(fabs(v1[1]-v2[1])<limit)
if(fabs(v1[2]-v2[2])<limit)
if(fabs(v1[3]-v2[3])<limit)
return 1;
return 0;
}
#endif /* BLI_MATH_VECTOR_INLINE */