160 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			160 lines
		
	
	
		
			3.4 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_base_inline.c
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 *  \ingroup bli
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 */
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#include <float.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "BLI_math.h"
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#ifndef __MATH_BASE_INLINE_C__
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#define __MATH_BASE_INLINE_C__
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/* A few small defines. Keep'em local! */
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#define SMALL_NUMBER	1.e-8f
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MINLINE float sqrt3f(float f)
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{
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	if(f==0.0f) return 0.0f;
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	if(f<0) return (float)(-exp(log(-f)/3));
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	else return (float)(exp(log(f)/3));
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}
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MINLINE double sqrt3d(double d)
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{
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	if(d==0.0) return 0;
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	if(d<0) return -exp(log(-d)/3);
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	else return exp(log(d)/3);
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}
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MINLINE float saacos(float fac)
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{
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	if(fac<= -1.0f) return (float)M_PI;
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	else if(fac>=1.0f) return 0.0;
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	else return (float)acos(fac);
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}
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MINLINE float saasin(float fac)
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{
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	if(fac<= -1.0f) return (float)-M_PI/2.0f;
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	else if(fac>=1.0f) return (float)M_PI/2.0f;
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	else return (float)asin(fac);
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}
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MINLINE float sasqrt(float fac)
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{
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	if(fac<=0.0f) return 0.0f;
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	return (float)sqrt(fac);
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}
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MINLINE float saacosf(float fac)
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{
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	if(fac<= -1.0f) return (float)M_PI;
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	else if(fac>=1.0f) return 0.0f;
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	else return (float)acosf(fac);
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}
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MINLINE float saasinf(float fac)
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{
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	if(fac<= -1.0f) return (float)-M_PI/2.0f;
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	else if(fac>=1.0f) return (float)M_PI/2.0f;
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	else return (float)asinf(fac);
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}
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MINLINE float sasqrtf(float fac)
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{
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	if(fac<=0.0f) return 0.0f;
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	return (float)sqrtf(fac);
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}
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MINLINE float interpf(float target, float origin, float fac)
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{
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	return (fac*target) + (1.0f-fac)*origin;
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}
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/* useful to calculate an even width shell, by taking the angle between 2 planes.
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 * The return value is a scale on the offset.
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 * no angle between planes is 1.0, as the angle between the 2 planes approaches 180d
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 * the distance gets very high, 180d would be inf, but this case isn't valid */
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MINLINE float shell_angle_to_dist(const float angle)
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{
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	return (angle < SMALL_NUMBER) ? 1.0f : fabsf(1.0f / cosf(angle));
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}
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/* used for zoom values*/
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MINLINE float power_of_2(float val)
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{
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	return (float)pow(2.0, ceil(log((double)val) / M_LN2));
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}
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MINLINE int is_power_of_2_i(int n)
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{
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	return (n & (n - 1)) == 0;
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}
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MINLINE int power_of_2_max_i(int n)
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{
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	if (is_power_of_2_i(n))
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		return n;
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	while(!is_power_of_2_i(n))
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		n = n & (n - 1);
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	return n * 2;
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}
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MINLINE int power_of_2_min_i(int n)
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{
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	while (!is_power_of_2_i(n))
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		n = n & (n - 1);
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	return n;
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}
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MINLINE float minf(float a, float b)
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{
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	return (a < b)? a: b;
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}
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MINLINE float maxf(float a, float b)
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{
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	return (a > b)? a: b;
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}
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MINLINE float signf(float f)
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{
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	return (f < 0.f)? -1.f: 1.f;
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}
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#endif /* __MATH_BASE_INLINE_C__ */
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