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blender-archive/source/blender/blenlib/intern/math_vector_inline.c
Campbell Barton c82da98f3d bugfix [#25824] Quats + Camera + Fly = Madness
ensure quat, delta rotation is set to a unit quaternion on older files.
2011-02-06 09:01:01 +00:00

500 lines
9.2 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 *****
* */
#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_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 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, const short *in)
{
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, const float *in)
{
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(fabs(v1[0]-v2[0])<limit)
if(fabs(v1[1]-v2[1])<limit)
if(fabs(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(fabs(v1[0]-v2[0])<limit)
if(fabs(v1[1]-v2[1])<limit)
if(fabs(v1[2]-v2[2])<limit)
if(fabs(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 */