Stencil style texture mapping. Ready for field testing and user feedback. This commit adds stencil like brushes, like those that existed on old ptex branch. (with the exception of clip colour) To control the position of the stencil, you use Q: translation Shift - Q: scaling Ctrl - Q: rotation There's extra work that has been done to make this work: * Support for coloured overlay in vertex/texture painting * Also made A button do stroke mode selection like in sculpt mode, when mask painting is inactive. There are some TODOs to work on during bcon3: * Support tiled and stencil mode in 2D painting. Support alpha textures also. * Tidy up overlay code. There's some confusion there due to the way we use the primary brush texture sometimes for alpha, other times for colour control. WIP design docs will be in http://wiki.blender.org/index.php/User:Psy-Fi/New_Brush_Tool_Design
829 lines
15 KiB
C
829 lines
15 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* 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.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: some of this file.
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*
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* ***** END GPL LICENSE BLOCK *****
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* */
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/** \file blender/blenlib/intern/math_vector_inline.c
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* \ingroup bli
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*/
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#ifndef __MATH_VECTOR_INLINE_C__
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#define __MATH_VECTOR_INLINE_C__
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#include "BLI_math.h"
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/********************************** Init *************************************/
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MINLINE void zero_v2(float r[2])
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{
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r[0] = 0.0f;
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r[1] = 0.0f;
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}
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MINLINE void zero_v3(float r[3])
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{
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r[0] = 0.0f;
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r[1] = 0.0f;
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r[2] = 0.0f;
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}
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MINLINE void zero_v4(float r[4])
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{
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r[0] = 0.0f;
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r[1] = 0.0f;
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r[2] = 0.0f;
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r[3] = 0.0f;
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}
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MINLINE void copy_v2_v2(float r[2], const float a[2])
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{
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r[0] = a[0];
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r[1] = a[1];
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}
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MINLINE void copy_v3_v3(float r[3], const float a[3])
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{
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r[0] = a[0];
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r[1] = a[1];
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r[2] = a[2];
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}
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MINLINE void copy_v4_v4(float r[4], const float a[4])
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{
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r[0] = a[0];
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r[1] = a[1];
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r[2] = a[2];
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r[3] = a[3];
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}
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MINLINE void copy_v2_fl(float r[2], float f)
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{
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r[0] = f;
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r[1] = f;
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}
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MINLINE void copy_v3_fl(float r[3], float f)
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{
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r[0] = f;
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r[1] = f;
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r[2] = f;
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}
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MINLINE void copy_v4_fl(float r[4], float f)
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{
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r[0] = f;
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r[1] = f;
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r[2] = f;
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r[3] = f;
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}
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/* short */
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MINLINE void copy_v2_v2_char(char r[2], const char a[2])
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{
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r[0] = a[0];
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r[1] = a[1];
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}
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MINLINE void copy_v3_v3_char(char r[3], const char a[3])
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{
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r[0] = a[0];
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r[1] = a[1];
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r[2] = a[2];
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}
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MINLINE void copy_v4_v4_char(char r[4], const char a[4])
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{
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r[0] = a[0];
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r[1] = a[1];
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r[2] = a[2];
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r[3] = a[3];
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}
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/* short */
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MINLINE void zero_v3_int(int r[3])
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{
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r[0] = 0;
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r[1] = 0;
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r[2] = 0;
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}
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MINLINE void copy_v2_v2_short(short r[2], const short a[2])
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{
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r[0] = a[0];
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r[1] = a[1];
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}
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MINLINE void copy_v3_v3_short(short r[3], const short a[3])
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{
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r[0] = a[0];
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r[1] = a[1];
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r[2] = a[2];
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}
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MINLINE void copy_v4_v4_short(short r[4], const short a[4])
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{
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r[0] = a[0];
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r[1] = a[1];
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r[2] = a[2];
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r[3] = a[3];
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}
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/* int */
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MINLINE void copy_v2_v2_int(int r[2], const int a[2])
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{
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r[0] = a[0];
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r[1] = a[1];
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}
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MINLINE void copy_v3_v3_int(int r[3], const int a[3])
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{
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r[0] = a[0];
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r[1] = a[1];
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r[2] = a[2];
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}
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MINLINE void copy_v4_v4_int(int r[4], const int a[4])
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{
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r[0] = a[0];
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r[1] = a[1];
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r[2] = a[2];
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r[3] = a[3];
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}
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/* double -> float */
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MINLINE void copy_v2fl_v2db(float r[2], const double a[2])
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{
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r[0] = (float)a[0];
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r[1] = (float)a[1];
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}
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MINLINE void copy_v3fl_v3db(float r[3], const double a[3])
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{
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r[0] = (float)a[0];
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r[1] = (float)a[1];
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r[2] = (float)a[2];
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}
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MINLINE void copy_v4fl_v4db(float r[4], const double a[4])
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{
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r[0] = (float)a[0];
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r[1] = (float)a[1];
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r[2] = (float)a[2];
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r[3] = (float)a[3];
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}
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/* float -> double */
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MINLINE void copy_v2db_v2fl(double r[2], const float a[2])
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{
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r[0] = (double)a[0];
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r[1] = (double)a[1];
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}
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MINLINE void copy_v3db_v3fl(double r[3], const float a[3])
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{
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r[0] = (double)a[0];
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r[1] = (double)a[1];
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r[2] = (double)a[2];
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}
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MINLINE void copy_v4db_v4fl(double r[4], const float a[4])
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{
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r[0] = (double)a[0];
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r[1] = (double)a[1];
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r[2] = (double)a[2];
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r[3] = (double)a[3];
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}
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MINLINE void swap_v2_v2(float a[2], float b[2])
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{
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SWAP(float, a[0], b[0]);
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SWAP(float, a[1], b[1]);
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}
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MINLINE void swap_v3_v3(float a[3], float b[3])
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{
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SWAP(float, a[0], b[0]);
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SWAP(float, a[1], b[1]);
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SWAP(float, a[2], b[2]);
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}
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MINLINE void swap_v4_v4(float a[4], float b[4])
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{
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SWAP(float, a[0], b[0]);
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SWAP(float, a[1], b[1]);
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SWAP(float, a[2], b[2]);
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SWAP(float, a[3], b[3]);
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}
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/********************************* Arithmetic ********************************/
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MINLINE void add_v2_fl(float r[2], float f)
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{
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r[0] += f;
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r[1] += f;
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}
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MINLINE void add_v3_fl(float r[3], float f)
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{
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r[0] += f;
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r[1] += f;
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r[2] += f;
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}
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MINLINE void add_v4_fl(float r[4], float f)
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{
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r[0] += f;
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r[1] += f;
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r[2] += f;
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r[3] += f;
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}
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MINLINE void add_v2_v2(float r[2], const float a[2])
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{
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r[0] += a[0];
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r[1] += a[1];
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}
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MINLINE void add_v2_v2v2(float r[2], const float a[2], const float b[2])
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{
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r[0] = a[0] + b[0];
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r[1] = a[1] + b[1];
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}
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MINLINE void add_v2_v2v2_int(int r[2], const int a[2], const int b[2])
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{
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r[0] = a[0] + b[0];
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r[1] = a[1] + b[1];
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}
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MINLINE void add_v3_v3(float r[3], const float a[3])
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{
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r[0] += a[0];
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r[1] += a[1];
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r[2] += a[2];
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}
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MINLINE void add_v3_v3v3(float r[3], const float a[3], const float b[3])
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{
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r[0] = a[0] + b[0];
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r[1] = a[1] + b[1];
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r[2] = a[2] + b[2];
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}
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MINLINE void add_v4_v4(float r[4], const float a[4])
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{
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r[0] += a[0];
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r[1] += a[1];
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r[2] += a[2];
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r[3] += a[3];
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}
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MINLINE void add_v4_v4v4(float r[4], const float a[4], const float b[4])
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{
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r[0] = a[0] + b[0];
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r[1] = a[1] + b[1];
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r[2] = a[2] + b[2];
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r[3] = a[3] + b[3];
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}
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MINLINE void sub_v2_v2(float r[2], const float a[2])
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{
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r[0] -= a[0];
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r[1] -= a[1];
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}
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MINLINE void sub_v2_v2v2(float r[2], const float a[2], const float b[2])
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{
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r[0] = a[0] - b[0];
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r[1] = a[1] - b[1];
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}
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MINLINE void sub_v2_v2v2_int(int r[2], const int a[2], const int b[2])
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{
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r[0] = a[0] - b[0];
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r[1] = a[1] - b[1];
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}
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MINLINE void sub_v3_v3(float r[3], const float a[3])
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{
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r[0] -= a[0];
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r[1] -= a[1];
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r[2] -= a[2];
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}
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MINLINE void sub_v3_v3v3(float r[3], const float a[3], const float b[3])
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{
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r[0] = a[0] - b[0];
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r[1] = a[1] - b[1];
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r[2] = a[2] - b[2];
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}
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MINLINE void sub_v4_v4(float r[4], const float a[4])
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{
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r[0] -= a[0];
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r[1] -= a[1];
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r[2] -= a[2];
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r[3] -= a[3];
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}
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MINLINE void sub_v4_v4v4(float r[4], const float a[4], const float b[4])
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{
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r[0] = a[0] - b[0];
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r[1] = a[1] - b[1];
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r[2] = a[2] - b[2];
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r[3] = a[3] - b[3];
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}
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MINLINE void mul_v2_fl(float r[2], float f)
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{
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r[0] *= f;
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r[1] *= f;
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}
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MINLINE void mul_v2_v2fl(float r[2], const float a[2], float f)
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{
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r[0] = a[0] * f;
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r[1] = a[1] * f;
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}
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MINLINE void mul_v3_fl(float r[3], float f)
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{
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r[0] *= f;
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r[1] *= f;
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r[2] *= f;
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}
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MINLINE void mul_v3_v3fl(float r[3], const float a[3], float f)
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{
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r[0] = a[0] * f;
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r[1] = a[1] * f;
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r[2] = a[2] * f;
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}
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MINLINE void mul_v2_v2(float r[2], const float a[2])
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{
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r[0] *= a[0];
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r[1] *= a[1];
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}
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MINLINE void mul_v3_v3(float r[3], const float a[3])
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{
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r[0] *= a[0];
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r[1] *= a[1];
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r[2] *= a[2];
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}
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MINLINE void mul_v4_fl(float r[4], float f)
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{
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r[0] *= f;
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r[1] *= f;
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r[2] *= f;
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r[3] *= f;
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}
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MINLINE void mul_v4_v4fl(float r[4], const float a[4], float f)
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{
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r[0] = a[0] * f;
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r[1] = a[1] * f;
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r[2] = a[2] * f;
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r[3] = a[3] * f;
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}
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/* note: could add a matrix inline */
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MINLINE float mul_project_m4_v3_zfac(float mat[4][4], const float co[3])
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{
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return (mat[0][3] * co[0]) +
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(mat[1][3] * co[1]) +
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(mat[2][3] * co[2]) + mat[3][3];
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}
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MINLINE void madd_v2_v2fl(float r[2], const float a[2], float f)
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{
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r[0] += a[0] * f;
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r[1] += a[1] * f;
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}
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MINLINE void madd_v3_v3fl(float r[3], const float a[3], float f)
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{
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r[0] += a[0] * f;
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r[1] += a[1] * f;
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r[2] += a[2] * f;
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}
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MINLINE void madd_v3_v3v3(float r[3], const float a[3], const float b[3])
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{
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r[0] += a[0] * b[0];
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r[1] += a[1] * b[1];
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r[2] += a[2] * b[2];
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}
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MINLINE void madd_v2_v2v2fl(float r[2], const float a[2], const float b[2], float f)
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{
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r[0] = a[0] + b[0] * f;
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r[1] = a[1] + b[1] * f;
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}
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MINLINE void madd_v3_v3v3fl(float r[3], const float a[3], const float b[3], float f)
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{
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r[0] = a[0] + b[0] * f;
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r[1] = a[1] + b[1] * f;
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r[2] = a[2] + b[2] * f;
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}
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MINLINE void madd_v3_v3v3v3(float r[3], const float a[3], const float b[3], const float c[3])
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{
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r[0] = a[0] + b[0] * c[0];
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r[1] = a[1] + b[1] * c[1];
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r[2] = a[2] + b[2] * c[2];
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}
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MINLINE void madd_v4_v4fl(float r[4], const float a[4], float f)
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{
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r[0] += a[0] * f;
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r[1] += a[1] * f;
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r[2] += a[2] * f;
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r[3] += a[3] * f;
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}
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MINLINE void madd_v4_v4v4(float r[4], const float a[4], const float b[4])
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|
{
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|
r[0] += a[0] * b[0];
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r[1] += a[1] * b[1];
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r[2] += a[2] * b[2];
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r[3] += a[3] * b[3];
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}
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MINLINE void mul_v3_v3v3(float r[3], const float v1[3], const float v2[3])
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{
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r[0] = v1[0] * v2[0];
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r[1] = v1[1] * v2[1];
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r[2] = v1[2] * v2[2];
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}
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MINLINE void negate_v2(float r[2])
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|
{
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r[0] = -r[0];
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r[1] = -r[1];
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}
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MINLINE void negate_v2_v2(float r[2], const float a[2])
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|
{
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r[0] = -a[0];
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r[1] = -a[1];
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}
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MINLINE void negate_v3(float r[3])
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{
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r[0] = -r[0];
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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 void negate_v4(float r[4])
|
|
{
|
|
r[0] = -r[0];
|
|
r[1] = -r[1];
|
|
r[2] = -r[2];
|
|
r[3] = -r[3];
|
|
}
|
|
|
|
MINLINE void negate_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];
|
|
}
|
|
|
|
/* could add more... */
|
|
MINLINE void negate_v3_short(short r[3])
|
|
{
|
|
r[0] = -r[0];
|
|
r[1] = -r[1];
|
|
r[2] = -r[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])
|
|
{
|
|
BLI_assert(r != a && r != b);
|
|
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];
|
|
}
|
|
|
|
/* Newell's Method */
|
|
/* excuse this fairly specific function,
|
|
* its used for polygon normals all over the place
|
|
* could use a better name */
|
|
MINLINE void add_newell_cross_v3_v3v3(float n[3], const float v_prev[3], const float v_curr[3])
|
|
{
|
|
n[0] += (v_prev[1] - v_curr[1]) * (v_prev[2] + v_curr[2]);
|
|
n[1] += (v_prev[2] - v_curr[2]) * (v_prev[0] + v_curr[0]);
|
|
n[2] += (v_prev[0] - v_curr[0]) * (v_prev[1] + v_curr[1]);
|
|
}
|
|
|
|
MINLINE void star_m3_v3(float rmat[3][3], float a[3])
|
|
{
|
|
rmat[0][0] = rmat[1][1] = rmat[2][2] = 0.0;
|
|
rmat[0][1] = -a[2];
|
|
rmat[0][2] = a[1];
|
|
rmat[1][0] = a[2];
|
|
rmat[1][2] = -a[0];
|
|
rmat[2][0] = -a[1];
|
|
rmat[2][1] = a[0];
|
|
}
|
|
|
|
/*********************************** Length **********************************/
|
|
|
|
MINLINE float len_squared_v2(const float v[2])
|
|
{
|
|
return v[0] * v[0] + v[1] * v[1];
|
|
}
|
|
|
|
MINLINE float len_squared_v3(const float v[3])
|
|
{
|
|
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
|
|
}
|
|
|
|
MINLINE float len_manhattan_v2(const float v[2])
|
|
{
|
|
return fabsf(v[0]) + fabsf(v[1]);
|
|
}
|
|
|
|
MINLINE float len_manhattan_v3(const float v[3])
|
|
{
|
|
return fabsf(v[0]) + fabsf(v[1]) + fabsf(v[2]);
|
|
}
|
|
|
|
MINLINE float len_v2(const float v[2])
|
|
{
|
|
return sqrtf(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 sqrtf(x * x + y * y);
|
|
}
|
|
|
|
MINLINE float len_v3(const float a[3])
|
|
{
|
|
return sqrtf(dot_v3v3(a, a));
|
|
}
|
|
|
|
MINLINE float len_squared_v2v2(const float a[2], const float b[2])
|
|
{
|
|
float d[2];
|
|
|
|
sub_v2_v2v2(d, b, a);
|
|
return dot_v2v2(d, 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 len_manhattan_v2v2(const float a[2], const float b[2])
|
|
{
|
|
float d[2];
|
|
|
|
sub_v2_v2v2(d, b, a);
|
|
return len_manhattan_v2(d);
|
|
}
|
|
|
|
MINLINE float len_manhattan_v3v3(const float a[3], const float b[3])
|
|
{
|
|
float d[3];
|
|
|
|
sub_v3_v3v3(d, b, a);
|
|
return len_manhattan_v3(d);
|
|
}
|
|
|
|
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 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 extreme 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 double normalize_v3_d(double n[3])
|
|
{
|
|
double d = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
|
|
|
|
/* a larger value causes normalize errors in a
|
|
* scaled down models with camera extreme close */
|
|
if (d > 1.0e-35) {
|
|
double mul;
|
|
|
|
d = sqrt(d);
|
|
mul = 1.0 / d;
|
|
|
|
n[0] *= mul;
|
|
n[1] *= mul;
|
|
n[2] *= mul;
|
|
}
|
|
else {
|
|
n[0] = n[1] = n[2] = 0;
|
|
d = 0.0;
|
|
}
|
|
|
|
return d;
|
|
}
|
|
|
|
MINLINE float normalize_v3(float n[3])
|
|
{
|
|
return normalize_v3_v3(n, n);
|
|
}
|
|
|
|
MINLINE void normal_short_to_float_v3(float out[3], const short in[3])
|
|
{
|
|
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[3], const float in[3])
|
|
{
|
|
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_v2(const float v[2])
|
|
{
|
|
return (v[0] == 0 && v[1] == 0);
|
|
}
|
|
|
|
MINLINE int is_zero_v3(const float v[3])
|
|
{
|
|
return (v[0] == 0 && v[1] == 0 && v[2] == 0);
|
|
}
|
|
|
|
MINLINE int is_zero_v4(const float v[4])
|
|
{
|
|
return (v[0] == 0 && v[1] == 0 && v[2] == 0 && v[3] == 0);
|
|
}
|
|
|
|
MINLINE int is_one_v3(const float v[3])
|
|
{
|
|
return (v[0] == 1 && v[1] == 1 && v[2] == 1);
|
|
}
|
|
|
|
MINLINE int equals_v2v2(const float v1[2], const float v2[2])
|
|
{
|
|
return ((v1[0] == v2[0]) && (v1[1] == v2[1]));
|
|
}
|
|
|
|
MINLINE int equals_v3v3(const float v1[3], const float v2[3])
|
|
{
|
|
return ((v1[0] == v2[0]) && (v1[1] == v2[1]) && (v1[2] == v2[2]));
|
|
}
|
|
|
|
MINLINE int equals_v4v4(const float v1[4], const float v2[4])
|
|
{
|
|
return ((v1[0] == v2[0]) && (v1[1] == v2[1]) && (v1[2] == v2[2]) && (v1[3] == v2[3]));
|
|
}
|
|
|
|
MINLINE int compare_v2v2(const float v1[2], const float v2[2], const float limit)
|
|
{
|
|
if (fabsf(v1[0] - v2[0]) < limit)
|
|
if (fabsf(v1[1] - v2[1]) < limit)
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
MINLINE int compare_v3v3(const float v1[3], const float v2[3], const float limit)
|
|
{
|
|
if (fabsf(v1[0] - v2[0]) < limit)
|
|
if (fabsf(v1[1] - v2[1]) < limit)
|
|
if (fabsf(v1[2] - v2[2]) < limit)
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
MINLINE int compare_len_v3v3(const float v1[3], const float v2[3], const 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(const float v1[4], const float v2[4], const float limit)
|
|
{
|
|
if (fabsf(v1[0] - v2[0]) < limit)
|
|
if (fabsf(v1[1] - v2[1]) < limit)
|
|
if (fabsf(v1[2] - v2[2]) < limit)
|
|
if (fabsf(v1[3] - v2[3]) < limit)
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
MINLINE float line_point_side_v2(const float l1[2], const float l2[2], const float pt[2])
|
|
{
|
|
return (((l1[0] - pt[0]) * (l2[1] - pt[1])) -
|
|
((l2[0] - pt[0]) * (l1[1] - pt[1])));
|
|
}
|
|
|
|
#endif /* __MATH_VECTOR_INLINE_C__ */
|