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blender-archive/source/blender/blenlib/intern/math_vector_inline.c
Hans Goudey cfa53e0fbe Refactor: Move normals out of MVert, lazy calculation
As described in T91186, this commit moves mesh vertex normals into a
contiguous array of float vectors in a custom data layer, how face
normals are currently stored.

The main interface is documented in `BKE_mesh.h`. Vertex and face
normals are now calculated on-demand and cached, retrieved with an
"ensure" function. Since the logical state of a mesh is now "has
normals when necessary", they can be retrieved from a `const` mesh.

The goal is to use on-demand calculation for all derived data, but
leave room for eager calculation for performance purposes (modifier
evaluation is threaded, but viewport data generation is not).

**Benefits**
This moves us closer to a SoA approach rather than the current AoS
paradigm. Accessing a contiguous `float3` is much more efficient than
retrieving data from a larger struct. The memory requirements for
accessing only normals or vertex locations are smaller, and at the
cost of more memory usage for just normals, they now don't have to
be converted between float and short, which also simplifies code

In the future, the remaining items can be removed from `MVert`,
leaving only `float3`, which has similar benefits (see T93602).

Removing the combination of derived and original data makes it
conceptually simpler to only calculate normals when necessary.
This is especially important now that we have more opportunities
for temporary meshes in geometry nodes.

**Performance**
In addition to the theoretical future performance improvements by
making `MVert == float3`, I've done some basic performance testing
on this patch directly. The data is fairly rough, but it gives an idea
about where things stand generally.
 - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms),
   showing that accessing just `MVert` is now more efficient.
 - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight
   change that at least shows there is no regression.
 - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small
   but observable speedup.
 - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms),
   shows that using normals in geometry nodes is faster.
 - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms),
   shows that calculating normals is slightly faster now.
 - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB),
   Normals are not saved in files, which can help with large meshes.

As for memory usage, it may be slightly more in some cases, but
I didn't observe any difference in the production files I tested.

**Tests**
Some modifiers and cycles test results need to be updated with this
commit, for two reasons:
 - The subdivision surface modifier is not responsible for calculating
   normals anymore. In master, the modifier creates different normals
   than the result of the `Mesh` normal calculation, so this is a bug
   fix.
 - There are small differences in the results of some modifiers that
   use normals because they are not converted to and from `short`
   anymore.

**Future improvements**
 - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier
   already retrieves normals if they are needed anyway.
 - Copy normals as part of a better CoW system for attributes.
 - Make more areas use lazy instead of eager normal calculation.
 - Remove `BKE_mesh_normals_tag_dirty` in more places since that is
   now the default state of a new mesh.
 - Possibly apply a similar change to derived face corner normals.

Differential Revision: https://developer.blender.org/D12770
2022-01-13 14:38:25 -06:00

1475 lines
30 KiB
C

/*
* 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.
*/
/** \file
* \ingroup bli
*/
#ifndef __MATH_VECTOR_INLINE_C__
#define __MATH_VECTOR_INLINE_C__
#include "BLI_math.h"
/********************************** 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_v3fl_v3s(float r[3], const short a[3])
{
r[0] = (float)a[0];
r[1] = (float)a[1];
r[2] = (float)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 copy_v2_fl(float r[2], float f)
{
r[0] = f;
r[1] = f;
}
MINLINE void copy_v3_fl(float r[3], float f)
{
r[0] = f;
r[1] = f;
r[2] = f;
}
MINLINE void copy_v4_fl(float r[4], float f)
{
r[0] = f;
r[1] = f;
r[2] = f;
r[3] = f;
}
/* unsigned char */
MINLINE void copy_v2_v2_uchar(unsigned char r[2], const unsigned char a[2])
{
r[0] = a[0];
r[1] = a[1];
}
MINLINE void copy_v3_v3_uchar(unsigned char r[3], const unsigned char a[3])
{
r[0] = a[0];
r[1] = a[1];
r[2] = a[2];
}
MINLINE void copy_v4_v4_uchar(unsigned char r[4], const unsigned char a[4])
{
r[0] = a[0];
r[1] = a[1];
r[2] = a[2];
r[3] = a[3];
}
MINLINE void copy_v2_uchar(unsigned char r[2], const unsigned char a)
{
r[0] = a;
r[1] = a;
}
MINLINE void copy_v3_uchar(unsigned char r[3], const unsigned char a)
{
r[0] = a;
r[1] = a;
r[2] = a;
}
MINLINE void copy_v4_uchar(unsigned char r[4], const unsigned char a)
{
r[0] = a;
r[1] = a;
r[2] = a;
r[3] = a;
}
/* char */
MINLINE void copy_v2_v2_char(char r[2], const char a[2])
{
r[0] = a[0];
r[1] = a[1];
}
MINLINE void copy_v3_v3_char(char r[3], const char a[3])
{
r[0] = a[0];
r[1] = a[1];
r[2] = a[2];
}
MINLINE void copy_v4_v4_char(char r[4], const char a[4])
{
r[0] = a[0];
r[1] = a[1];
r[2] = a[2];
r[3] = a[3];
}
/* short */
MINLINE void copy_v2_v2_short(short r[2], const short a[2])
{
r[0] = a[0];
r[1] = a[1];
}
MINLINE void copy_v3_v3_short(short r[3], const short a[3])
{
r[0] = a[0];
r[1] = a[1];
r[2] = a[2];
}
MINLINE void copy_v4_v4_short(short r[4], const short a[4])
{
r[0] = a[0];
r[1] = a[1];
r[2] = a[2];
r[3] = a[3];
}
/* int */
MINLINE void zero_v2_int(int r[2])
{
r[0] = 0;
r[1] = 0;
}
MINLINE void zero_v3_int(int r[3])
{
r[0] = 0;
r[1] = 0;
r[2] = 0;
}
MINLINE void copy_v2_v2_int(int r[2], const int a[2])
{
r[0] = a[0];
r[1] = a[1];
}
MINLINE void copy_v3_v3_int(int r[3], const int a[3])
{
r[0] = a[0];
r[1] = a[1];
r[2] = a[2];
}
MINLINE void copy_v4_v4_int(int r[4], const int a[4])
{
r[0] = a[0];
r[1] = a[1];
r[2] = a[2];
r[3] = a[3];
}
/* double */
MINLINE void zero_v3_db(double r[3])
{
r[0] = 0.0;
r[1] = 0.0;
r[2] = 0.0;
}
MINLINE void copy_v2_v2_db(double r[2], const double a[2])
{
r[0] = a[0];
r[1] = a[1];
}
MINLINE void copy_v3_v3_db(double r[3], const double a[3])
{
r[0] = a[0];
r[1] = a[1];
r[2] = a[2];
}
MINLINE void copy_v4_v4_db(double r[4], const double a[4])
{
r[0] = a[0];
r[1] = a[1];
r[2] = a[2];
r[3] = a[3];
}
MINLINE void round_v2i_v2fl(int r[2], const float a[2])
{
r[0] = (int)roundf(a[0]);
r[1] = (int)roundf(a[1]);
}
MINLINE void copy_v2fl_v2i(float r[2], const int a[2])
{
r[0] = (float)a[0];
r[1] = (float)a[1];
}
/* double -> float */
MINLINE void copy_v2fl_v2db(float r[2], const double a[2])
{
r[0] = (float)a[0];
r[1] = (float)a[1];
}
MINLINE void copy_v3fl_v3db(float r[3], const double a[3])
{
r[0] = (float)a[0];
r[1] = (float)a[1];
r[2] = (float)a[2];
}
MINLINE void copy_v4fl_v4db(float r[4], const double a[4])
{
r[0] = (float)a[0];
r[1] = (float)a[1];
r[2] = (float)a[2];
r[3] = (float)a[3];
}
/* float -> double */
MINLINE void copy_v2db_v2fl(double r[2], const float a[2])
{
r[0] = (double)a[0];
r[1] = (double)a[1];
}
MINLINE void copy_v3db_v3fl(double r[3], const float a[3])
{
r[0] = (double)a[0];
r[1] = (double)a[1];
r[2] = (double)a[2];
}
MINLINE void copy_v4db_v4fl(double r[4], const float a[4])
{
r[0] = (double)a[0];
r[1] = (double)a[1];
r[2] = (double)a[2];
r[3] = (double)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]);
}
/* float args -> vec */
MINLINE void copy_v2_fl2(float v[2], float x, float y)
{
v[0] = x;
v[1] = y;
}
MINLINE void copy_v3_fl3(float v[3], float x, float y, float z)
{
v[0] = x;
v[1] = y;
v[2] = z;
}
MINLINE void copy_v4_fl4(float v[4], float x, float y, float z, float w)
{
v[0] = x;
v[1] = y;
v[2] = z;
v[3] = w;
}
/********************************* Arithmetic ********************************/
MINLINE void add_v2_fl(float r[2], float f)
{
r[0] += f;
r[1] += f;
}
MINLINE void add_v3_fl(float r[3], float f)
{
r[0] += f;
r[1] += f;
r[2] += f;
}
MINLINE void add_v4_fl(float r[4], float f)
{
r[0] += f;
r[1] += f;
r[2] += f;
r[3] += f;
}
MINLINE void add_v2_v2(float r[2], const float a[2])
{
r[0] += a[0];
r[1] += a[1];
}
MINLINE void add_v2_v2_db(double r[2], const double a[2])
{
r[0] += a[0];
r[1] += a[1];
}
MINLINE void add_v2_v2v2(float r[2], const float a[2], const float b[2])
{
r[0] = a[0] + b[0];
r[1] = a[1] + b[1];
}
MINLINE void add_v2_v2_int(int r[2], const int a[2])
{
r[0] = r[0] + a[0];
r[1] = r[1] + a[1];
}
MINLINE void add_v2_v2v2_int(int r[2], const int a[2], const int b[2])
{
r[0] = a[0] + b[0];
r[1] = a[1] + b[1];
}
MINLINE void add_v3_v3(float r[3], const float a[3])
{
r[0] += a[0];
r[1] += a[1];
r[2] += a[2];
}
MINLINE void add_v3_v3_db(double r[3], const double a[3])
{
r[0] += a[0];
r[1] += a[1];
r[2] += a[2];
}
MINLINE void add_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 add_v3fl_v3fl_v3i(float r[3], const float a[3], const int b[3])
{
r[0] = a[0] + (float)b[0];
r[1] = a[1] + (float)b[1];
r[2] = a[2] + (float)b[2];
}
MINLINE void add_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 add_v4_v4v4(float r[4], const float a[4], const float b[4])
{
r[0] = a[0] + b[0];
r[1] = a[1] + b[1];
r[2] = a[2] + b[2];
r[3] = a[3] + b[3];
}
MINLINE void sub_v2_v2(float r[2], const float a[2])
{
r[0] -= a[0];
r[1] -= a[1];
}
MINLINE void sub_v2_v2v2(float r[2], const float a[2], const float b[2])
{
r[0] = a[0] - b[0];
r[1] = a[1] - b[1];
}
MINLINE void sub_v2_v2v2_db(double r[2], const double a[2], const double b[2])
{
r[0] = a[0] - b[0];
r[1] = a[1] - b[1];
}
MINLINE void sub_v2_v2v2_int(int r[2], const int a[2], const int b[2])
{
r[0] = a[0] - b[0];
r[1] = a[1] - b[1];
}
MINLINE void sub_v3_v3(float r[3], const float a[3])
{
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 sub_v3_v3v3_int(int r[3], const int a[3], const int b[3])
{
r[0] = a[0] - b[0];
r[1] = a[1] - b[1];
r[2] = a[2] - b[2];
}
MINLINE void sub_v3_v3v3_db(double r[3], const double a[3], const double b[3])
{
r[0] = a[0] - b[0];
r[1] = a[1] - b[1];
r[2] = a[2] - b[2];
}
MINLINE void sub_v2db_v2fl_v2fl(double r[2], const float a[2], const float b[2])
{
r[0] = (double)a[0] - (double)b[0];
r[1] = (double)a[1] - (double)b[1];
}
MINLINE void sub_v3db_v3fl_v3fl(double r[3], const float a[3], const float b[3])
{
r[0] = (double)a[0] - (double)b[0];
r[1] = (double)a[1] - (double)b[1];
r[2] = (double)a[2] - (double)b[2];
}
MINLINE void sub_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 sub_v4_v4v4(float r[4], const float a[4], const float b[4])
{
r[0] = a[0] - b[0];
r[1] = a[1] - b[1];
r[2] = a[2] - b[2];
r[3] = a[3] - b[3];
}
MINLINE void mul_v2_fl(float r[2], float f)
{
r[0] *= f;
r[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_v3db_db(double r[3], double 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_v3_v3db_db(double r[3], const double a[3], double 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 mul_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 mul_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;
}
/**
* Avoid doing:
*
* angle = atan2f(dvec[0], dvec[1]);
* angle_to_mat2(mat, angle);
*
* instead use a vector as a matrix.
*/
MINLINE void mul_v2_v2_cw(float r[2], const float mat[2], const float vec[2])
{
BLI_assert(r != vec);
r[0] = mat[0] * vec[0] + (+mat[1]) * vec[1];
r[1] = mat[1] * vec[0] + (-mat[0]) * vec[1];
}
MINLINE void mul_v2_v2_ccw(float r[2], const float mat[2], const float vec[2])
{
BLI_assert(r != vec);
r[0] = mat[0] * vec[0] + (-mat[1]) * vec[1];
r[1] = mat[1] * vec[0] + (+mat[0]) * vec[1];
}
MINLINE float mul_project_m4_v3_zfac(const float mat[4][4], const float co[3])
{
return (mat[0][3] * co[0]) + (mat[1][3] * co[1]) + (mat[2][3] * co[2]) + mat[3][3];
}
MINLINE float dot_m3_v3_row_x(const float M[3][3], const float a[3])
{
return M[0][0] * a[0] + M[1][0] * a[1] + M[2][0] * a[2];
}
MINLINE float dot_m3_v3_row_y(const float M[3][3], const float a[3])
{
return M[0][1] * a[0] + M[1][1] * a[1] + M[2][1] * a[2];
}
MINLINE float dot_m3_v3_row_z(const float M[3][3], const float a[3])
{
return M[0][2] * a[0] + M[1][2] * a[1] + M[2][2] * a[2];
}
MINLINE float dot_m4_v3_row_x(const float M[4][4], const float a[3])
{
return M[0][0] * a[0] + M[1][0] * a[1] + M[2][0] * a[2];
}
MINLINE float dot_m4_v3_row_y(const float M[4][4], const float a[3])
{
return M[0][1] * a[0] + M[1][1] * a[1] + M[2][1] * a[2];
}
MINLINE float dot_m4_v3_row_z(const float M[4][4], const float a[3])
{
return M[0][2] * a[0] + M[1][2] * a[1] + M[2][2] * a[2];
}
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_v3v3db_db(double r[3], const double a[3], const double b[3], double 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_v3fl_v3fl_v3fl_v3i(float r[3],
const float a[3],
const float b[3],
const int c[3])
{
r[0] = a[0] + b[0] * (float)c[0];
r[1] = a[1] + b[1] * (float)c[1];
r[2] = a[2] + b[2] * (float)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 madd_v4_v4v4(float r[4], const float a[4], const float b[4])
{
r[0] += a[0] * b[0];
r[1] += a[1] * b[1];
r[2] += a[2] * b[2];
r[3] += a[3] * b[3];
}
MINLINE void mul_v3_v3v3(float r[3], const float v1[3], const float v2[3])
{
r[0] = v1[0] * v2[0];
r[1] = v1[1] * v2[1];
r[2] = v1[2] * v2[2];
}
MINLINE void mul_v2_v2v2(float r[2], const float a[2], const float b[2])
{
r[0] = a[0] * b[0];
r[1] = a[1] * b[1];
}
MINLINE void negate_v2(float r[2])
{
r[0] = -r[0];
r[1] = -r[1];
}
MINLINE void negate_v2_v2(float r[2], const float a[2])
{
r[0] = -a[0];
r[1] = -a[1];
}
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 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];
}
MINLINE void negate_v3_short(short r[3])
{
r[0] = (short)-r[0];
r[1] = (short)-r[1];
r[2] = (short)-r[2];
}
MINLINE void negate_v3_db(double r[3])
{
r[0] = -r[0];
r[1] = -r[1];
r[2] = -r[2];
}
MINLINE void invert_v2(float r[2])
{
BLI_assert(!ELEM(0.0f, r[0], r[1]));
r[0] = 1.0f / r[0];
r[1] = 1.0f / r[1];
}
MINLINE void invert_v3(float r[3])
{
BLI_assert(!ELEM(0.0f, r[0], r[1], r[2]));
r[0] = 1.0f / r[0];
r[1] = 1.0f / r[1];
r[2] = 1.0f / r[2];
}
MINLINE void invert_v3_safe(float r[3])
{
if (r[0] != 0.0f) {
r[0] = 1.0f / r[0];
}
if (r[1] != 0.0f) {
r[1] = 1.0f / r[1];
}
if (r[2] != 0.0f) {
r[2] = 1.0f / r[2];
}
}
MINLINE void abs_v2(float r[2])
{
r[0] = fabsf(r[0]);
r[1] = fabsf(r[1]);
}
MINLINE void abs_v2_v2(float r[2], const float a[2])
{
r[0] = fabsf(a[0]);
r[1] = fabsf(a[1]);
}
MINLINE void abs_v3(float r[3])
{
r[0] = fabsf(r[0]);
r[1] = fabsf(r[1]);
r[2] = fabsf(r[2]);
}
MINLINE void abs_v3_v3(float r[3], const float a[3])
{
r[0] = fabsf(a[0]);
r[1] = fabsf(a[1]);
r[2] = fabsf(a[2]);
}
MINLINE void abs_v4(float r[4])
{
r[0] = fabsf(r[0]);
r[1] = fabsf(r[1]);
r[2] = fabsf(r[2]);
r[3] = fabsf(r[3]);
}
MINLINE void abs_v4_v4(float r[4], const float a[4])
{
r[0] = fabsf(a[0]);
r[1] = fabsf(a[1]);
r[2] = fabsf(a[2]);
r[3] = fabsf(a[3]);
}
MINLINE float dot_v2v2(const float a[2], const float b[2])
{
return a[0] * b[0] + a[1] * b[1];
}
MINLINE double dot_v2v2_db(const double a[2], const double 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 dot_v3v3v3(const float p[3], const float a[3], const float b[3])
{
float vec1[3], vec2[3];
sub_v3_v3v3(vec1, a, p);
sub_v3_v3v3(vec2, b, p);
if (is_zero_v3(vec1) || is_zero_v3(vec2)) {
return 0.0f;
}
return dot_v3v3(vec1, vec2);
}
MINLINE float dot_v4v4(const float a[4], const float b[4])
{
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
}
MINLINE double dot_v3db_v3fl(const double a[3], const float b[3])
{
return a[0] * (double)b[0] + a[1] * (double)b[1] + a[2] * (double)b[2];
}
MINLINE double dot_v3v3_db(const double a[3], const double 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 double cross_v2v2_db(const double a[2], const double 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];
}
MINLINE void cross_v3_v3v3_hi_prec(float r[3], const float a[3], const float b[3])
{
BLI_assert(r != a && r != b);
r[0] = (float)((double)a[1] * (double)b[2] - (double)a[2] * (double)b[1]);
r[1] = (float)((double)a[2] * (double)b[0] - (double)a[0] * (double)b[2]);
r[2] = (float)((double)a[0] * (double)b[1] - (double)a[1] * (double)b[0]);
}
MINLINE void cross_v3_v3v3_db(double r[3], const double a[3], const double 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];
}
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], const 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 double len_squared_v3_db(const double 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 int len_manhattan_v2_int(const int v[2])
{
return abs(v[0]) + abs(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 double len_v2_db(const double v[2])
{
return 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 sqrtf(x * x + y * y);
}
MINLINE double len_v2v2_db(const double v1[2], const double v2[2])
{
double x, y;
x = v1[0] - v2[0];
y = v1[1] - v2[1];
return sqrt(x * x + y * y);
}
MINLINE float len_v2v2_int(const int v1[2], const int v2[2])
{
float x, y;
x = (float)(v1[0] - v2[0]);
y = (float)(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 double len_v3_db(const double a[3])
{
return sqrt(dot_v3v3_db(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 double len_squared_v2v2_db(const double a[2], const double b[2])
{
double d[2];
sub_v2_v2v2_db(d, b, a);
return dot_v2v2_db(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_squared_v4v4(const float a[4], const float b[4])
{
float d[4];
sub_v4_v4v4(d, b, a);
return dot_v4v4(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 int len_manhattan_v2v2_int(const int a[2], const int b[2])
{
int d[2];
sub_v2_v2v2_int(d, b, a);
return len_manhattan_v2_int(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 len_v4(const float a[4])
{
return sqrtf(dot_v4v4(a, a));
}
MINLINE float len_v4v4(const float a[4], const float b[4])
{
float d[4];
sub_v4_v4v4(d, b, a);
return len_v4(d);
}
MINLINE float normalize_v2_v2_length(float r[2], const float a[2], const float unit_length)
{
float d = dot_v2v2(a, a);
if (d > 1.0e-35f) {
d = sqrtf(d);
mul_v2_v2fl(r, a, unit_length / d);
}
else {
/* Either the vector is small or one of it's values contained `nan`. */
zero_v2(r);
d = 0.0f;
}
return d;
}
MINLINE float normalize_v2_v2(float r[2], const float a[2])
{
return normalize_v2_v2_length(r, a, 1.0f);
}
MINLINE float normalize_v2(float n[2])
{
return normalize_v2_v2(n, n);
}
MINLINE float normalize_v2_length(float n[2], const float unit_length)
{
return normalize_v2_v2_length(n, n, unit_length);
}
MINLINE float normalize_v3_v3_length(float r[3], const float a[3], const float unit_length)
{
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, unit_length / d);
}
else {
/* Either the vector is small or one of it's values contained `nan`. */
zero_v3(r);
d = 0.0f;
}
return d;
}
MINLINE float normalize_v3_v3(float r[3], const float a[3])
{
return normalize_v3_v3_length(r, a, 1.0f);
}
MINLINE double normalize_v3_v3_length_db(double r[3], const double a[3], double const unit_length)
{
double d = dot_v3v3_db(a, a);
/* a larger value causes normalize errors in a
* scaled down models with camera extreme close */
if (d > 1.0e-70) {
d = sqrt(d);
mul_v3_v3db_db(r, a, unit_length / d);
}
else {
zero_v3_db(r);
d = 0.0;
}
return d;
}
MINLINE double normalize_v3_v3_db(double r[3], const double a[3])
{
return normalize_v3_v3_length_db(r, a, 1.0);
}
MINLINE double normalize_v3_length_db(double n[3], const double unit_length)
{
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 = unit_length / d;
n[0] *= mul;
n[1] *= mul;
n[2] *= mul;
}
else {
n[0] = n[1] = n[2] = 0;
d = 0.0;
}
return d;
}
MINLINE double normalize_v3_db(double n[3])
{
return normalize_v3_length_db(n, 1.0);
}
MINLINE float normalize_v3_length(float n[3], const float unit_length)
{
return normalize_v3_v3_length(n, n, unit_length);
}
MINLINE float normalize_v3(float n[3])
{
return normalize_v3_v3(n, n);
}
MINLINE void normal_float_to_short_v2(short out[2], const float in[2])
{
out[0] = (short)(in[0] * 32767.0f);
out[1] = (short)(in[1] * 32767.0f);
}
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);
}
MINLINE void normal_float_to_short_v4(short out[4], const float in[4])
{
out[0] = (short)(in[0] * 32767.0f);
out[1] = (short)(in[1] * 32767.0f);
out[2] = (short)(in[2] * 32767.0f);
out[3] = (short)(in[3] * 32767.0f);
}
/********************************* Comparison ********************************/
MINLINE bool is_zero_v2(const float v[2])
{
return (v[0] == 0.0f && v[1] == 0.0f);
}
MINLINE bool is_zero_v3(const float v[3])
{
return (v[0] == 0.0f && v[1] == 0.0f && v[2] == 0.0f);
}
MINLINE bool is_zero_v4(const float v[4])
{
return (v[0] == 0.0f && v[1] == 0.0f && v[2] == 0.0f && v[3] == 0.0f);
}
MINLINE bool is_zero_v2_db(const double v[2])
{
return (v[0] == 0.0 && v[1] == 0.0);
}
MINLINE bool is_zero_v3_db(const double v[3])
{
return (v[0] == 0.0 && v[1] == 0.0 && v[2] == 0.0);
}
MINLINE bool is_zero_v4_db(const double v[4])
{
return (v[0] == 0.0 && v[1] == 0.0 && v[2] == 0.0 && v[3] == 0.0);
}
MINLINE bool is_one_v3(const float v[3])
{
return (v[0] == 1.0f && v[1] == 1.0f && v[2] == 1.0f);
}
/* -------------------------------------------------------------------- */
/** \name Vector Comparison
*
* \note use `value <= limit`, so a limit of zero doesn't fail on an exact match.
* \{ */
MINLINE bool equals_v2v2(const float v1[2], const float v2[2])
{
return ((v1[0] == v2[0]) && (v1[1] == v2[1]));
}
MINLINE bool equals_v3v3(const float v1[3], const float v2[3])
{
return ((v1[0] == v2[0]) && (v1[1] == v2[1]) && (v1[2] == v2[2]));
}
MINLINE bool 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 bool equals_v2v2_int(const int v1[2], const int v2[2])
{
return ((v1[0] == v2[0]) && (v1[1] == v2[1]));
}
MINLINE bool equals_v3v3_int(const int v1[3], const int v2[3])
{
return ((v1[0] == v2[0]) && (v1[1] == v2[1]) && (v1[2] == v2[2]));
}
MINLINE bool equals_v4v4_int(const int v1[4], const int v2[4])
{
return ((v1[0] == v2[0]) && (v1[1] == v2[1]) && (v1[2] == v2[2]) && (v1[3] == v2[3]));
}
MINLINE bool compare_v2v2(const float v1[2], const float v2[2], const float limit)
{
return (compare_ff(v1[0], v2[0], limit) && compare_ff(v1[1], v2[1], limit));
}
MINLINE bool compare_v3v3(const float v1[3], const float v2[3], const float limit)
{
return (compare_ff(v1[0], v2[0], limit) && compare_ff(v1[1], v2[1], limit) &&
compare_ff(v1[2], v2[2], limit));
}
MINLINE bool compare_v4v4(const float v1[4], const float v2[4], const float limit)
{
return (compare_ff(v1[0], v2[0], limit) && compare_ff(v1[1], v2[1], limit) &&
compare_ff(v1[2], v2[2], limit) && compare_ff(v1[3], v2[3], limit));
}
MINLINE bool compare_v2v2_relative(const float v1[2],
const float v2[2],
const float limit,
const int max_ulps)
{
return (compare_ff_relative(v1[0], v2[0], limit, max_ulps) &&
compare_ff_relative(v1[1], v2[1], limit, max_ulps));
}
MINLINE bool compare_v3v3_relative(const float v1[3],
const float v2[3],
const float limit,
const int max_ulps)
{
return (compare_ff_relative(v1[0], v2[0], limit, max_ulps) &&
compare_ff_relative(v1[1], v2[1], limit, max_ulps) &&
compare_ff_relative(v1[2], v2[2], limit, max_ulps));
}
MINLINE bool compare_v4v4_relative(const float v1[4],
const float v2[4],
const float limit,
const int max_ulps)
{
return (compare_ff_relative(v1[0], v2[0], limit, max_ulps) &&
compare_ff_relative(v1[1], v2[1], limit, max_ulps) &&
compare_ff_relative(v1[2], v2[2], limit, max_ulps) &&
compare_ff_relative(v1[3], v2[3], limit, max_ulps));
}
MINLINE bool compare_len_v3v3(const float v1[3], const float v2[3], const float limit)
{
float d[3];
sub_v3_v3v3(d, v1, v2);
return (dot_v3v3(d, d) <= (limit * limit));
}
MINLINE bool compare_size_v3v3(const float v1[3], const float v2[3], const float limit)
{
for (int i = 0; i < 3; i++) {
if (v2[i] == 0.0f) {
/* Catch division by zero. */
if (v1[i] != v2[i]) {
return false;
}
}
else {
if (fabsf(v1[i] / v2[i] - 1.0f) > limit) {
return false;
}
}
}
return true;
}
/* -------------------------------------------------------------------- */
/** \name Vector Clamping
* \{ */
MINLINE void clamp_v2(float vec[2], const float min, const float max)
{
CLAMP(vec[0], min, max);
CLAMP(vec[1], min, max);
}
MINLINE void clamp_v3(float vec[3], const float min, const float max)
{
CLAMP(vec[0], min, max);
CLAMP(vec[1], min, max);
CLAMP(vec[2], min, max);
}
MINLINE void clamp_v4(float vec[4], const float min, const float max)
{
CLAMP(vec[0], min, max);
CLAMP(vec[1], min, max);
CLAMP(vec[2], min, max);
CLAMP(vec[3], min, max);
}
MINLINE void clamp_v2_v2v2(float vec[2], const float min[2], const float max[2])
{
CLAMP(vec[0], min[0], max[0]);
CLAMP(vec[1], min[1], max[1]);
}
MINLINE void clamp_v3_v3v3(float vec[3], const float min[3], const float max[3])
{
CLAMP(vec[0], min[0], max[0]);
CLAMP(vec[1], min[1], max[1]);
CLAMP(vec[2], min[2], max[2]);
}
MINLINE void clamp_v4_v4v4(float vec[4], const float min[4], const float max[4])
{
CLAMP(vec[0], min[0], max[0]);
CLAMP(vec[1], min[1], max[1]);
CLAMP(vec[2], min[2], max[2]);
CLAMP(vec[3], min[3], max[3]);
}
/** \} */
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__ */