134 lines
3.3 KiB
C
134 lines
3.3 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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* Contributor(s): Laurence Bourn, Campbell Barton
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/blenlib/intern/quadric.c
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* \ingroup bli
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*
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* \note This isn't fully complete,
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* possible there are other useful functions to add here.
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*
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* \note follow BLI_math naming convention here.
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*
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* \note this uses doubles for internal calculations,
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* even though input/output are floats in some cases.
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*
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* This is done because the cases quadrics are useful
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* often need high precision, see T44780.
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*/
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#include "BLI_math.h"
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#include "BLI_strict_flags.h"
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#include "BLI_quadric.h" /* own include */
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#define QUADRIC_FLT_TOT (sizeof(Quadric) / sizeof(double))
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void BLI_quadric_from_plane(Quadric *q, const double v[4])
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{
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q->a2 = v[0] * v[0];
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q->b2 = v[1] * v[1];
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q->c2 = v[2] * v[2];
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q->ab = v[0] * v[1];
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q->ac = v[0] * v[2];
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q->bc = v[1] * v[2];
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q->ad = v[0] * v[3];
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q->bd = v[1] * v[3];
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q->cd = v[2] * v[3];
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q->d2 = v[3] * v[3];
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}
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void BLI_quadric_to_tensor_m3(const Quadric *q, float m[3][3])
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{
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m[0][0] = (float)q->a2;
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m[0][1] = (float)q->ab;
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m[0][2] = (float)q->ac;
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m[1][0] = (float)q->ab;
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m[1][1] = (float)q->b2;
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m[1][2] = (float)q->bc;
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m[2][0] = (float)q->ac;
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m[2][1] = (float)q->bc;
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m[2][2] = (float)q->c2;
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}
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void BLI_quadric_to_vector_v3(const Quadric *q, float v[3])
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{
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v[0] = (float)q->ad;
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v[1] = (float)q->bd;
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v[2] = (float)q->cd;
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}
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void BLI_quadric_clear(Quadric *q)
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{
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memset(q, 0, sizeof(*q));
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}
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void BLI_quadric_add_qu_qu(Quadric *a, const Quadric *b)
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{
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add_vn_vn_d((double *)a, (double *)b, QUADRIC_FLT_TOT);
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}
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void BLI_quadric_add_qu_ququ(Quadric *r, const Quadric *a, const Quadric *b)
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{
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add_vn_vnvn_d((double *)r, (const double *)a, (const double *)b, QUADRIC_FLT_TOT);
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}
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void BLI_quadric_mul(Quadric *a, const double scalar)
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{
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mul_vn_db((double *)a, QUADRIC_FLT_TOT, scalar);
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}
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double BLI_quadric_evaluate(const Quadric *q, const float v_fl[3])
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{
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const double v[3] = {UNPACK3(v_fl)};
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return ((q->a2 * v[0] * v[0]) + (q->ab * 2 * v[0] * v[1]) + (q->ac * 2 * v[0] * v[2]) + (q->ad * 2 * v[0]) +
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(q->b2 * v[1] * v[1]) + (q->bc * 2 * v[1] * v[2]) + (q->bd * 2 * v[1]) +
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(q->c2 * v[2] * v[2]) + (q->cd * 2 * v[2]) +
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(q->d2));
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}
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bool BLI_quadric_optimize(const Quadric *q, float v[3], const float epsilon)
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{
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float m[3][3];
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BLI_quadric_to_tensor_m3(q, m);
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if (invert_m3_ex(m, epsilon)) {
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BLI_quadric_to_vector_v3(q, v);
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mul_m3_v3(m, v);
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negate_v3(v);
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return true;
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}
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else {
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return false;
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}
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}
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