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blender-archive/source/blender/blenlib/BLI_math_vector.h
Brecht Van Lommel 60ea745613 Math Lib Reorganization
* New header and source files.
* Still need a few tweaks before switching code to use them.
2009-11-09 22:42:41 +00:00

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4.8 KiB
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/**
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
* */
#ifndef BLI_MATH_VECTOR
#define BLI_MATH_VECTOR
#ifdef __cplusplus
extern "C" {
#endif
#define MINLINE
//#define static inline
//#include "intern/math_vector_inline.h"
/************************************* Init ***********************************/
void zero_v2(float r[2]);
void zero_v3(float r[3]);
void copy_v2_v2(float r[2], float a[2]);
void copy_v3_v3(float r[3], float a[3]);
/********************************* Arithmetic ********************************/
void add_v2_v2(float r[2], float a[2]);
void add_v2_v2v2(float r[2], float a[2], float b[2]);
void add_v3_v3(float r[3], float a[3]);
void add_v3_v3v3(float r[3], float a[3], float b[3]);
void sub_v2_v2(float r[2], float a[2]);
void sub_v2_v2v2(float r[2], float a[2], float b[2]);
void sub_v3_v3(float r[3], float a[3]);
void sub_v3_v3v3(float r[3], float a[3], float b[3]);
void mul_v2_fl(float r[2], float f);
void mul_v3_fl(float r[3], float f);
void mul_v3_v3fl(float r[3], float a[3], float f);
void mul_v3_v3(float r[3], float a[3]);
void mul_v3_v3v3(float r[3], float a[3], float b[3]);
void negate_v3(float r[3]);
void negate_v3_v3(float r[3], float a[3]);
float dot_v2v2(float a[2], float b[2]);
float dot_v3v3(float a[3], float b[3]);
float cross_v2v2(float a[2], float b[2]);
void cross_v3_v3v3(float r[3], float a[3], float b[3]);
void star_m3_v3(float R[3][3],float a[3]);
/*********************************** Length **********************************/
float len_v2(float a[2]);
float len_v2v2(float a[2], float b[2]);
float len_v3(float a[3]);
float len_v3v3(float a[3], float b[3]);
float normalize_v2(float r[2]);
float normalize_v3(float r[3]);
/******************************* Interpolation *******************************/
void interp_v2_v2v2(float r[2], const float a[2], const float b[2], const float t); // TODO const
void interp_v2_v2v2v2(float r[2], const float a[2], const float b[2], const float c[3], const float t[3]); // TODO const
void interp_v3_v3v3(float r[3], const float a[3], const float b[3], const float t); // TODO const
void interp_v3_v3v3v3(float p[3], const float v1[3], const float v2[3], const float v3[3], const float w[3]); // TODO const
void mid_v3_v3v3(float r[3], float a[3], float b[3]);
/********************************* Comparison ********************************/
int is_zero_v3(float a[3]);
int equals_v3v3(float a[3], float b[3]);
int compare_v3v3(float a[3], float b[3], float limit);
int compare_len_v3v3(float a[3], float b[3], float limit);
int compare_v4v4(float a[4], float b[4], float limit);
/********************************** Angles ***********************************/
/* - angle with 2 arguments is angle between vector */
/* - angle with 3 arguments is angle between 3 points at the middle point */
/* - angle_normalized_* is faster equivalent if vectors are normalized */
float angle_v2v2(float a[2], float b[2]);
float angle_v2v2v2(float a[2], float b[2], float c[2]);
float angle_normalized_v2v2(float a[2], float b[2]);
float angle_v3v3(float a[2], float b[2]);
float angle_v3v3v3(float a[2], float b[2], float c[2]);
float angle_normalized_v3v3(float a[3], float b[3]);
/********************************* Geometry **********************************/
void project_v3_v3v3(float r[3], float p[3], float n[3]);
void reflect_v3_v3v3(float r[3], float v[3], float n[3]);
void ortho_basis_v3v3_v3(float r1[3], float r2[3], float a[3]);
void bisect_v3_v3v3v3(float r[3], float a[3], float b[3], float c[3]);
/*********************************** Other ***********************************/
void print_v2(char *str, float a[2]);
void print_v3(char *str, float a[3]);
void print_v4(char *str, float a[4]);
void normal_short_to_float_v3(float r[3], short n[3]);
void normal_float_to_short_v3(short r[3], float n[3]);
void minmax_v3_v3v3(float r[3], float min[3], float max[3]);
#ifdef __cplusplus
}
#endif
#endif /* BLI_MATH_VECTOR */