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blender-archive/source/blender/blenlib/intern/math_vector.c
Antonis Ryakiotakis eb10402365 Fix #30638 and part of #30646.
Problem was that area calculation of polygons was done relative to the xy plane, and with a very obscure (to me at least) algorithm. That meant that vertical ngons would get 0 area. 

Commented initial code in case this is a strange optimization case that someone wants to use and used a cleaner algorithm: first project vertices to the ngon plane, defined by the normal of the ngon and the center (mean) of the ngon vertices. This will only be exact for convex and mostly planar ngons, still it is much better than the previous code.

Also fixed memory leak when stretch display was on.
2012-03-25 19:02:28 +00:00

566 lines
15 KiB
C

/*
* ***** 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.c
* \ingroup bli
*/
#include "BLI_math.h"
//******************************* Interpolation *******************************/
void interp_v2_v2v2(float target[2], const float a[2], const float b[2], const float t)
{
float s = 1.0f - t;
target[0] = s * a[0] + t * b[0];
target[1] = s * a[1] + t * b[1];
}
/* weight 3 2D vectors,
* 'w' must be unit length but is not a vector, just 3 weights */
void interp_v2_v2v2v2(float p[2], const float v1[2], const float v2[2], const float v3[2], const float w[3])
{
p[0] = v1[0] * w[0] + v2[0] * w[1] + v3[0] * w[2];
p[1] = v1[1] * w[0] + v2[1] * w[1] + v3[1] * w[2];
}
void interp_v3_v3v3(float target[3], const float a[3], const float b[3], const float t)
{
float s = 1.0f - t;
target[0] = s * a[0] + t * b[0];
target[1] = s * a[1] + t * b[1];
target[2] = s * a[2] + t * b[2];
}
void interp_v4_v4v4(float target[4], const float a[4], const float b[4], const float t)
{
float s = 1.0f - t;
target[0] = s * a[0] + t * b[0];
target[1] = s * a[1] + t * b[1];
target[2] = s * a[2] + t * b[2];
target[3] = s * a[3] + t * b[3];
}
/* weight 3 vectors,
* 'w' must be unit length but is not a vector, just 3 weights */
void interp_v3_v3v3v3(float p[3], const float v1[3], const float v2[3], const float v3[3], const float w[3])
{
p[0] = v1[0] * w[0] + v2[0] * w[1] + v3[0] * w[2];
p[1] = v1[1] * w[0] + v2[1] * w[1] + v3[1] * w[2];
p[2] = v1[2] * w[0] + v2[2] * w[1] + v3[2] * w[2];
}
/* weight 3 vectors,
* 'w' must be unit length but is not a vector, just 4 weights */
void interp_v3_v3v3v3v3(float p[3], const float v1[3], const float v2[3], const float v3[3], const float v4[3], const float w[4])
{
p[0] = v1[0] * w[0] + v2[0] * w[1] + v3[0] * w[2] + v4[0] * w[3];
p[1] = v1[1] * w[0] + v2[1] * w[1] + v3[1] * w[2] + v4[1] * w[3];
p[2] = v1[2] * w[0] + v2[2] * w[1] + v3[2] * w[2] + v4[2] * w[3];
}
void interp_v4_v4v4v4(float p[4], const float v1[4], const float v2[4], const float v3[4], const float w[3])
{
p[0] = v1[0] * w[0] + v2[0] * w[1] + v3[0] * w[2];
p[1] = v1[1] * w[0] + v2[1] * w[1] + v3[1] * w[2];
p[2] = v1[2] * w[0] + v2[2] * w[1] + v3[2] * w[2];
p[3] = v1[3] * w[0] + v2[3] * w[1] + v3[3] * w[2];
}
void interp_v4_v4v4v4v4(float p[4], const float v1[4], const float v2[4], const float v3[4], const float v4[4], const float w[4])
{
p[0] = v1[0] * w[0] + v2[0] * w[1] + v3[0] * w[2] + v4[0] * w[3];
p[1] = v1[1] * w[0] + v2[1] * w[1] + v3[1] * w[2] + v4[1] * w[3];
p[2] = v1[2] * w[0] + v2[2] * w[1] + v3[2] * w[2] + v4[2] * w[3];
p[3] = v1[3] * w[0] + v2[3] * w[1] + v3[3] * w[2] + v4[3] * w[3];
}
void mid_v3_v3v3(float v[3], const float v1[3], const float v2[3])
{
v[0] = 0.5f * (v1[0] + v2[0]);
v[1] = 0.5f * (v1[1] + v2[1]);
v[2] = 0.5f * (v1[2] + v2[2]);
}
/********************************** Angles ***********************************/
/* Return the angle in radians between vecs 1-2 and 2-3 in radians
* If v1 is a shoulder, v2 is the elbow and v3 is the hand,
* this would return the angle at the elbow.
*
* note that when v1/v2/v3 represent 3 points along a straight line
* that the angle returned will be pi (180deg), rather then 0.0
*/
float angle_v3v3v3(const float v1[3], const float v2[3], const float v3[3])
{
float vec1[3], vec2[3];
sub_v3_v3v3(vec1, v2, v1);
sub_v3_v3v3(vec2, v2, v3);
normalize_v3(vec1);
normalize_v3(vec2);
return angle_normalized_v3v3(vec1, vec2);
}
/* Return the shortest angle in radians between the 2 vectors */
float angle_v3v3(const float v1[3], const float v2[3])
{
float vec1[3], vec2[3];
normalize_v3_v3(vec1, v1);
normalize_v3_v3(vec2, v2);
return angle_normalized_v3v3(vec1, vec2);
}
float angle_v2v2v2(const float v1[2], const float v2[2], const float v3[2])
{
float vec1[2], vec2[2];
vec1[0] = v2[0] - v1[0];
vec1[1] = v2[1] - v1[1];
vec2[0] = v2[0] - v3[0];
vec2[1] = v2[1] - v3[1];
normalize_v2(vec1);
normalize_v2(vec2);
return angle_normalized_v2v2(vec1, vec2);
}
/* Return the shortest angle in radians between the 2 vectors */
float angle_v2v2(const float v1[2], const float v2[2])
{
float vec1[2], vec2[2];
vec1[0] = v1[0];
vec1[1] = v1[1];
vec2[0] = v2[0];
vec2[1] = v2[1];
normalize_v2(vec1);
normalize_v2(vec2);
return angle_normalized_v2v2(vec1, vec2);
}
float angle_signed_v2v2(const float v1[2], const float v2[2])
{
const float perp_dot = (v1[1] * v2[0]) - (v1[0] * v2[1]);
return atan2f(perp_dot, dot_v2v2(v1, v2));
}
float angle_normalized_v3v3(const float v1[3], const float v2[3])
{
/* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
if (dot_v3v3(v1, v2) < 0.0f) {
float vec[3];
vec[0] = -v2[0];
vec[1] = -v2[1];
vec[2] = -v2[2];
return (float)M_PI - 2.0f * (float)saasin(len_v3v3(vec, v1) / 2.0f);
}
else
return 2.0f * (float)saasin(len_v3v3(v2, v1) / 2.0f);
}
float angle_normalized_v2v2(const float v1[2], const float v2[2])
{
/* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
if (dot_v2v2(v1, v2) < 0.0f) {
float vec[2];
vec[0] = -v2[0];
vec[1] = -v2[1];
return (float)M_PI - 2.0f * saasin(len_v2v2(vec, v1) / 2.0f);
}
else
return 2.0f * (float)saasin(len_v2v2(v2, v1) / 2.0f);
}
void angle_tri_v3(float angles[3], const float v1[3], const float v2[3], const float v3[3])
{
float ed1[3], ed2[3], ed3[3];
sub_v3_v3v3(ed1, v3, v1);
sub_v3_v3v3(ed2, v1, v2);
sub_v3_v3v3(ed3, v2, v3);
normalize_v3(ed1);
normalize_v3(ed2);
normalize_v3(ed3);
angles[0] = (float)M_PI - angle_normalized_v3v3(ed1, ed2);
angles[1] = (float)M_PI - angle_normalized_v3v3(ed2, ed3);
// face_angles[2] = M_PI - angle_normalized_v3v3(ed3, ed1);
angles[2] = (float)M_PI - (angles[0] + angles[1]);
}
void angle_quad_v3(float angles[4], const float v1[3], const float v2[3], const float v3[3], const float v4[3])
{
float ed1[3], ed2[3], ed3[3], ed4[3];
sub_v3_v3v3(ed1, v4, v1);
sub_v3_v3v3(ed2, v1, v2);
sub_v3_v3v3(ed3, v2, v3);
sub_v3_v3v3(ed4, v3, v4);
normalize_v3(ed1);
normalize_v3(ed2);
normalize_v3(ed3);
normalize_v3(ed4);
angles[0] = (float)M_PI - angle_normalized_v3v3(ed1, ed2);
angles[1] = (float)M_PI - angle_normalized_v3v3(ed2, ed3);
angles[2] = (float)M_PI - angle_normalized_v3v3(ed3, ed4);
angles[3] = (float)M_PI - angle_normalized_v3v3(ed4, ed1);
}
void angle_poly_v3(float *angles, const float *verts[3], int len)
{
int i;
float vec[3][3];
sub_v3_v3v3(vec[2], verts[len - 1], verts[0]);
normalize_v3(vec[2]);
for (i = 0; i < len; i++) {
sub_v3_v3v3(vec[i % 3], verts[i % len], verts[(i + 1) % len]);
normalize_v3(vec[i % 3]);
angles[i] = (float)M_PI - angle_normalized_v3v3(vec[(i + 2) % 3], vec[i % 3]);
}
}
/********************************* Geometry **********************************/
/* Project v1 on v2 */
void project_v2_v2v2(float c[2], const float v1[2], const float v2[2])
{
float mul;
mul = dot_v2v2(v1, v2) / dot_v2v2(v2, v2);
c[0] = mul * v2[0];
c[1] = mul * v2[1];
}
/* Project v1 on v2 */
void project_v3_v3v3(float c[3], const float v1[3], const float v2[3])
{
float mul;
mul = dot_v3v3(v1, v2) / dot_v3v3(v2, v2);
c[0] = mul * v2[0];
c[1] = mul * v2[1];
c[2] = mul * v2[2];
}
/* project a vector on a plane defined by normal and a plane point p */
void project_v3_plane(float v[3], const float n[3], const float p[3])
{
float vector[3];
float mul;
sub_v3_v3v3(vector, v, p);
mul = dot_v3v3(vector, n)/len_squared_v3(n);
mul_v3_v3fl(vector, n, mul);
sub_v3_v3(v, vector);
}
/* Returns a vector bisecting the angle at v2 formed by v1, v2 and v3 */
void bisect_v3_v3v3v3(float out[3], const float v1[3], const float v2[3], const float v3[3])
{
float d_12[3], d_23[3];
sub_v3_v3v3(d_12, v2, v1);
sub_v3_v3v3(d_23, v3, v2);
normalize_v3(d_12);
normalize_v3(d_23);
add_v3_v3v3(out, d_12, d_23);
normalize_v3(out);
}
/* Returns a reflection vector from a vector and a normal vector
* reflect = vec - ((2 * DotVecs(vec, mirror)) * mirror)
*/
void reflect_v3_v3v3(float out[3], const float v1[3], const float v2[3])
{
float vec[3], normal[3];
float reflect[3] = {0.0f, 0.0f, 0.0f};
float dot2;
copy_v3_v3(vec, v1);
copy_v3_v3(normal, v2);
dot2 = 2 * dot_v3v3(vec, normal);
reflect[0] = vec[0] - (dot2 * normal[0]);
reflect[1] = vec[1] - (dot2 * normal[1]);
reflect[2] = vec[2] - (dot2 * normal[2]);
copy_v3_v3(out, reflect);
}
void ortho_basis_v3v3_v3(float v1[3], float v2[3], const float v[3])
{
const float f = (float)sqrt(v[0] * v[0] + v[1] * v[1]);
if (f < 1e-35f) {
// degenerate case
v1[0] = (v[2] < 0.0f) ? -1.0f : 1.0f;
v1[1] = v1[2] = v2[0] = v2[2] = 0.0f;
v2[1] = 1.0f;
}
else {
const float d = 1.0f / f;
v1[0] = v[1] * d;
v1[1] = -v[0] * d;
v1[2] = 0.0f;
v2[0] = -v[2] * v1[1];
v2[1] = v[2] * v1[0];
v2[2] = v[0] * v1[1] - v[1] * v1[0];
}
}
/* Rotate a point p by angle theta around an arbitrary axis r
* http://local.wasp.uwa.edu.au/~pbourke/geometry/
*/
void rotate_normalized_v3_v3v3fl(float r[3], const float p[3], const float axis[3], const float angle)
{
const float costheta = cos(angle);
const float sintheta = sin(angle);
r[0] = ((costheta + (1 - costheta) * axis[0] * axis[0]) * p[0]) +
(((1 - costheta) * axis[0] * axis[1] - axis[2] * sintheta) * p[1]) +
(((1 - costheta) * axis[0] * axis[2] + axis[1] * sintheta) * p[2]);
r[1] = (((1 - costheta) * axis[0] * axis[1] + axis[2] * sintheta) * p[0]) +
((costheta + (1 - costheta) * axis[1] * axis[1]) * p[1]) +
(((1 - costheta) * axis[1] * axis[2] - axis[0] * sintheta) * p[2]);
r[2] = (((1 - costheta) * axis[0] * axis[2] - axis[1] * sintheta) * p[0]) +
(((1 - costheta) * axis[1] * axis[2] + axis[0] * sintheta) * p[1]) +
((costheta + (1 - costheta) * axis[2] * axis[2]) * p[2]);
}
void rotate_v3_v3v3fl(float r[3], const float p[3], const float axis[3], const float angle)
{
float axis_n[3];
normalize_v3_v3(axis_n, axis);
rotate_normalized_v3_v3v3fl(r, p, axis_n, angle);
}
/*********************************** Other ***********************************/
void print_v2(const char *str, const float v[2])
{
printf("%s: %.3f %.3f\n", str, v[0], v[1]);
}
void print_v3(const char *str, const float v[3])
{
printf("%s: %.3f %.3f %.3f\n", str, v[0], v[1], v[2]);
}
void print_v4(const char *str, const float v[4])
{
printf("%s: %.3f %.3f %.3f %.3f\n", str, v[0], v[1], v[2], v[3]);
}
void minmax_v3v3_v3(float min[3], float max[3], const float vec[3])
{
if (min[0] > vec[0]) min[0] = vec[0];
if (min[1] > vec[1]) min[1] = vec[1];
if (min[2] > vec[2]) min[2] = vec[2];
if (max[0] < vec[0]) max[0] = vec[0];
if (max[1] < vec[1]) max[1] = vec[1];
if (max[2] < vec[2]) max[2] = vec[2];
}
/***************************** Array Functions *******************************/
double dot_vn_vn(const float *array_src_a, const float *array_src_b, const int size)
{
double d = 0.0f;
const float *array_pt_a = array_src_a + (size - 1);
const float *array_pt_b = array_src_b + (size - 1);
int i = size;
while (i--) {
d += *(array_pt_a--) * *(array_pt_b--);
}
return d;
}
float normalize_vn_vn(float *array_tar, const float *array_src, const int size)
{
double d = dot_vn_vn(array_tar, array_src, size);
float d_sqrt;
if (d > 1.0e-35) {
d_sqrt = (float)sqrt(d);
mul_vn_vn_fl(array_tar, array_src, size, 1.0f / d_sqrt);
}
else {
fill_vn_fl(array_tar, size, 0.0f);
d_sqrt = 0.0f;
}
return d_sqrt;
}
float normalize_vn(float *array_tar, const int size)
{
return normalize_vn_vn(array_tar, array_tar, size);
}
void range_vn_i(int *array_tar, const int size, const int start)
{
int *array_pt = array_tar + (size - 1);
int j = start + (size - 1);
int i = size;
while (i--) {
*(array_pt--) = j--;
}
}
void range_vn_fl(float *array_tar, const int size, const float start, const float step)
{
float *array_pt = array_tar + (size - 1);
int i = size;
while (i--) {
*(array_pt--) = start + step * (float)(i);
}
}
void negate_vn(float *array_tar, const int size)
{
float *array_pt = array_tar + (size - 1);
int i = size;
while (i--) {
*(array_pt--) *= -1.0f;
}
}
void negate_vn_vn(float *array_tar, const float *array_src, const int size)
{
float *tar = array_tar + (size - 1);
const float *src = array_src + (size - 1);
int i = size;
while (i--) {
*(tar--) = -*(src--);
}
}
void mul_vn_fl(float *array_tar, const int size, const float f)
{
float *array_pt = array_tar + (size - 1);
int i = size;
while (i--) {
*(array_pt--) *= f;
}
}
void mul_vn_vn_fl(float *array_tar, const float *array_src, const int size, const float f)
{
float *tar = array_tar + (size - 1);
const float *src = array_src + (size - 1);
int i = size;
while (i--) {
*(tar--) = *(src--) * f;
}
}
void add_vn_vn(float *array_tar, const float *array_src, const int size)
{
float *tar = array_tar + (size - 1);
const float *src = array_src + (size - 1);
int i = size;
while (i--) {
*(tar--) += *(src--);
}
}
void add_vn_vnvn(float *array_tar, const float *array_src_a, const float *array_src_b, const int size)
{
float *tar = array_tar + (size - 1);
const float *src_a = array_src_a + (size - 1);
const float *src_b = array_src_b + (size - 1);
int i = size;
while (i--) {
*(tar--) = *(src_a--) + *(src_b--);
}
}
void sub_vn_vn(float *array_tar, const float *array_src, const int size)
{
float *tar = array_tar + (size - 1);
const float *src = array_src + (size - 1);
int i = size;
while (i--) {
*(tar--) -= *(src--);
}
}
void sub_vn_vnvn(float *array_tar, const float *array_src_a, const float *array_src_b, const int size)
{
float *tar = array_tar + (size - 1);
const float *src_a = array_src_a + (size - 1);
const float *src_b = array_src_b + (size - 1);
int i = size;
while (i--) {
*(tar--) = *(src_a--) - *(src_b--);
}
}
void fill_vn_i(int *array_tar, const int size, const int val)
{
int *tar = array_tar + (size - 1);
int i = size;
while (i--) {
*(tar--) = val;
}
}
void fill_vn_fl(float *array_tar, const int size, const float val)
{
float *tar = array_tar + (size - 1);
int i = size;
while (i--) {
*(tar--) = val;
}
}