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blender-archive/source/blender/blenlib/intern/quadric.c

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