This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/blenlib/intern/math_vector_inline.c
Antonis Ryakiotakis b481524fde fix for float projection painting, now updating correctly.
This fix also allows for partial update of the image, speeding up painting. 
The different code path implemented will be used to upload high resolution images to OpenGL when onion branch is merged.
Due to conversion of float textures to/from sRGB, corrections made to brush color sampling to take account of the image profile. This is not 100% correct yet as texture images used for projection painting strokes are not converted to/from sRGB yet(This has been decided due to loss of precision for 8-bit formats). It will have to do for now, though.

last-minute update, exr image loading is broken, will fix asap
2011-06-06 22:10:05 +00:00

528 lines
9.5 KiB
C

/*
* $Id$
*
* ***** 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., 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.
*
* ***** END GPL LICENSE BLOCK *****
* */
/** \file blender/blenlib/intern/math_vector_inline.c
* \ingroup bli
*/
#include "BLI_math.h"
#ifndef BLI_MATH_VECTOR_INLINE_H
#define BLI_MATH_VECTOR_INLINE_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_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 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]);
}
/********************************* Arithmetic ********************************/
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, const float *a)
{
r[0] += a[0];
r[1] += a[1];
}
MINLINE void add_v2_v2v2(float *r, const float *a, const float *b)
{
r[0]= a[0] + b[0];
r[1]= a[1] + b[1];
}
MINLINE void add_v3_v3(float *r, const float *a)
{
r[0] += a[0];
r[1] += a[1];
r[2] += a[2];
}
MINLINE void add_v3_v3v3(float *r, const float *a, const float *b)
{
r[0]= a[0] + b[0];
r[1]= a[1] + b[1];
r[2]= a[2] + b[2];
}
MINLINE void sub_v2_v2(float *r, const float *a)
{
r[0] -= a[0];
r[1] -= a[1];
}
MINLINE void sub_v2_v2v2(float *r, const float *a, const float *b)
{
r[0]= a[0] - b[0];
r[1]= a[1] - b[1];
}
MINLINE void sub_v3_v3(float *r, const float *a)
{
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_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[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];
r[3]= a[3] - b[3];
}
MINLINE void mul_v2_fl(float *v1, float f)
{
v1[0]*= f;
v1[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_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_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 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_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_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 mul_v3_v3v3(float *v, const float *v1, const float *v2)
{
v[0] = v1[0] * v2[0];
v[1] = v1[1] * v2[1];
v[2] = v1[2] * v2[2];
}
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 float dot_v2v2(const float a[2], const float 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 cross_v2v2(const float a[2], const float 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])
{
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 star_m3_v3(float mat[][3], float *vec)
{
mat[0][0]= mat[1][1]= mat[2][2]= 0.0;
mat[0][1]= -vec[2];
mat[0][2]= vec[1];
mat[1][0]= vec[2];
mat[1][2]= -vec[0];
mat[2][0]= -vec[1];
mat[2][1]= vec[0];
}
/*********************************** Length **********************************/
MINLINE float len_v2(const float v[2])
{
return (float)sqrtf(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 (float)sqrtf(x*x+y*y);
}
MINLINE float len_v3(const float a[3])
{
return sqrtf(dot_v3v3(a, a));
}
MINLINE float len_squared_v2v2(const float a[3], const float b[3])
{
float d[2];
sub_v2_v2v2(d, b, a);
return dot_v2v2(d, 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_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 normalize_v2_v2(float r[2], const float a[2])
{
float d= dot_v2v2(a, a);
if(d > 1.0e-35f) {
d= sqrtf(d);
mul_v2_v2fl(r, a, 1.0f/d);
} else {
zero_v2(r);
d= 0.0f;
}
return d;
}
MINLINE float normalize_v2(float n[2])
{
return normalize_v2_v2(n, n);
}
MINLINE float normalize_v3_v3(float r[3], const float a[3])
{
float d= dot_v3v3(a, a);
/* a larger value causes normalize errors in a
scaled down models with camera xtreme close */
if(d > 1.0e-35f) {
d= sqrtf(d);
mul_v3_v3fl(r, a, 1.0f/d);
}
else {
zero_v3(r);
d= 0.0f;
}
return d;
}
MINLINE float normalize_v3(float n[3])
{
return normalize_v3_v3(n, n);
}
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);
}
/********************************* Comparison ********************************/
MINLINE int is_zero_v3(const float v[3])
{
return (v[0] == 0 && v[1] == 0 && v[2] == 0);
}
MINLINE int is_zero_v4(const float v[4])
{
return (v[0] == 0 && v[1] == 0 && v[2] == 0 && v[3] == 0);
}
MINLINE int is_one_v3(const float *v)
{
return (v[0] == 1 && v[1] == 1 && v[2] == 1);
}
MINLINE int equals_v2v2(const float *v1, const float *v2)
{
return ((v1[0]==v2[0]) && (v1[1]==v2[1]));
}
MINLINE int equals_v3v3(const float *v1, const float *v2)
{
return ((v1[0]==v2[0]) && (v1[1]==v2[1]) && (v1[2]==v2[2]));
}
MINLINE int equals_v4v4(const float *v1, const float *v2)
{
return ((v1[0]==v2[0]) && (v1[1]==v2[1]) && (v1[2]==v2[2]) && (v1[3]==v2[3]));
}
MINLINE int compare_v3v3(const float *v1, const float *v2, const float limit)
{
if(fabsf(v1[0]-v2[0])<limit)
if(fabsf(v1[1]-v2[1])<limit)
if(fabsf(v1[2]-v2[2])<limit)
return 1;
return 0;
}
MINLINE int compare_len_v3v3(const float *v1, const float *v2, const float limit)
{
float x,y,z;
x=v1[0]-v2[0];
y=v1[1]-v2[1];
z=v1[2]-v2[2];
return ((x*x + y*y + z*z) < (limit*limit));
}
MINLINE int compare_v4v4(const float *v1, const float *v2, const float limit)
{
if(fabsf(v1[0]-v2[0])<limit)
if(fabsf(v1[1]-v2[1])<limit)
if(fabsf(v1[2]-v2[2])<limit)
if(fabsf(v1[3]-v2[3])<limit)
return 1;
return 0;
}
MINLINE float line_point_side_v2(const float *l1, const float *l2, const float *pt)
{
return ((l1[0]-pt[0]) * (l2[1]-pt[1])) -
((l2[0]-pt[0]) * (l1[1]-pt[1]));
}
#endif /* BLI_MATH_VECTOR_INLINE_H */