diff options
author | Campbell Barton <ideasman42@gmail.com> | 2021-12-09 12:01:44 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2021-12-09 12:01:44 +0300 |
commit | 9e365069afe156f33fadfad9705e1325f894cd54 (patch) | |
tree | 78373044d029feb51f987b45208e0c1a36958625 /source/blender/blenlib/BLI_math_vector.h | |
parent | d8b42751625c915113b64f5a2d9c72f19f009fee (diff) |
Cleanup: move public doc-strings into headers for 'blenlib'
- Added space below non doc-string comments to make it clear
these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
- Minor improvements to doc-strings.
Ref T92709
Diffstat (limited to 'source/blender/blenlib/BLI_math_vector.h')
-rw-r--r-- | source/blender/blenlib/BLI_math_vector.h | 269 |
1 files changed, 257 insertions, 12 deletions
diff --git a/source/blender/blenlib/BLI_math_vector.h b/source/blender/blenlib/BLI_math_vector.h index 62fd4a835ef..8f955076baf 100644 --- a/source/blender/blenlib/BLI_math_vector.h +++ b/source/blender/blenlib/BLI_math_vector.h @@ -33,7 +33,9 @@ extern "C" { #endif -/************************************* Init ***********************************/ +/* -------------------------------------------------------------------- */ +/** \name Init + * \{ */ #ifdef BLI_MATH_GCC_WARN_PRAGMA # pragma GCC diagnostic push @@ -57,6 +59,7 @@ MINLINE void swap_v3_v3(float a[3], float b[3]); MINLINE void swap_v4_v4(float a[4], float b[4]); /* unsigned char */ + MINLINE void copy_v2_v2_uchar(unsigned char r[2], const unsigned char a[2]); MINLINE void copy_v3_v3_uchar(unsigned char r[3], const unsigned char a[3]); MINLINE void copy_v4_v4_uchar(unsigned char r[4], const unsigned char a[4]); @@ -66,10 +69,13 @@ MINLINE void copy_v3_uchar(unsigned char r[3], const unsigned char a); MINLINE void copy_v4_uchar(unsigned char r[4], const unsigned char a); /* char */ + MINLINE void copy_v2_v2_char(char r[2], const char a[2]); MINLINE void copy_v3_v3_char(char r[3], const char a[3]); MINLINE void copy_v4_v4_char(char r[4], const char a[4]); + /* short */ + MINLINE void copy_v2_v2_short(short r[2], const short a[2]); MINLINE void copy_v3_v3_short(short r[3], const short a[3]); MINLINE void copy_v4_v4_short(short r[4], const short a[4]); @@ -78,30 +84,49 @@ MINLINE void zero_v3_int(int r[3]); MINLINE void copy_v2_v2_int(int r[2], const int a[2]); MINLINE void copy_v3_v3_int(int r[3], const int a[3]); MINLINE void copy_v4_v4_int(int r[4], const int a[4]); + /* double */ + MINLINE void zero_v3_db(double r[3]); MINLINE void copy_v2_v2_db(double r[2], const double a[2]); MINLINE void copy_v3_v3_db(double r[3], const double a[3]); MINLINE void copy_v4_v4_db(double r[4], const double a[4]); + /* short -> float */ + MINLINE void copy_v3fl_v3s(float r[3], const short a[3]); + /* int <-> float */ + MINLINE void copy_v2fl_v2i(float r[2], const int a[2]); + +/* int <-> float */ + MINLINE void round_v2i_v2fl(int r[2], const float a[2]); + /* double -> float */ + MINLINE void copy_v2fl_v2db(float r[2], const double a[2]); MINLINE void copy_v3fl_v3db(float r[3], const double a[3]); MINLINE void copy_v4fl_v4db(float r[4], const double a[4]); + /* float -> double */ + MINLINE void copy_v2db_v2fl(double r[2], const float a[2]); MINLINE void copy_v3db_v3fl(double r[3], const float a[3]); MINLINE void copy_v4db_v4fl(double r[4], const float a[4]); + /* float args -> vec */ + MINLINE void copy_v2_fl2(float v[2], float x, float y); MINLINE void copy_v3_fl3(float v[3], float x, float y, float z); MINLINE void copy_v4_fl4(float v[4], float x, float y, float z, float w); -/********************************* Arithmetic ********************************/ +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Arithmetic + * \{ */ MINLINE void add_v2_fl(float r[2], float f); MINLINE void add_v3_fl(float r[3], float f); @@ -149,11 +174,30 @@ MINLINE void mul_v4_v4(float r[4], const float a[4]); MINLINE void mul_v4_v4fl(float r[4], const float a[4], float f); MINLINE void mul_v2_v2_cw(float r[2], const float mat[2], const float vec[2]); MINLINE void mul_v2_v2_ccw(float r[2], const float mat[2], const float vec[2]); +/** + * Convenience function to get the projected depth of a position. + * This avoids creating a temporary 4D vector and multiplying it - only for the 4th component. + * + * Matches logic for: + * + * \code{.c} + * float co_4d[4] = {co[0], co[1], co[2], 1.0}; + * mul_m4_v4(mat, co_4d); + * return co_4d[3]; + * \endcode + */ MINLINE float mul_project_m4_v3_zfac(const float mat[4][4], const float co[3]) ATTR_WARN_UNUSED_RESULT; +/** + * Has the effect of #mul_m3_v3(), on a single axis. + */ MINLINE float dot_m3_v3_row_x(const float M[3][3], const float a[3]) ATTR_WARN_UNUSED_RESULT; MINLINE float dot_m3_v3_row_y(const float M[3][3], const float a[3]) ATTR_WARN_UNUSED_RESULT; MINLINE float dot_m3_v3_row_z(const float M[3][3], const float a[3]) ATTR_WARN_UNUSED_RESULT; +/** + * Has the effect of #mul_mat3_m4_v3(), on a single axis. + * (no adding translation) + */ MINLINE float dot_m4_v3_row_x(const float M[4][4], const float a[3]) ATTR_WARN_UNUSED_RESULT; MINLINE float dot_m4_v3_row_y(const float M[4][4], const float a[3]) ATTR_WARN_UNUSED_RESULT; MINLINE float dot_m4_v3_row_z(const float M[4][4], const float a[3]) ATTR_WARN_UNUSED_RESULT; @@ -180,12 +224,17 @@ MINLINE void negate_v3_v3(float r[3], const float a[3]); MINLINE void negate_v4(float r[4]); MINLINE void negate_v4_v4(float r[4], const float a[4]); +/* could add more... */ + MINLINE void negate_v3_short(short r[3]); MINLINE void negate_v3_db(double r[3]); MINLINE void invert_v2(float r[2]); MINLINE void invert_v3(float r[3]); -MINLINE void invert_v3_safe(float r[3]); /* Invert the vector, but leaves zero values as zero. */ +/** + * Invert the vector, but leaves zero values as zero. + */ +MINLINE void invert_v3_safe(float r[3]); MINLINE void abs_v2(float r[2]); MINLINE void abs_v2_v2(float r[2], const float a[2]); @@ -209,14 +258,26 @@ MINLINE double dot_v3v3_db(const double a[3], const double b[3]) ATTR_WARN_UNUSE MINLINE float cross_v2v2(const float a[2], const float b[2]) ATTR_WARN_UNUSED_RESULT; MINLINE double cross_v2v2_db(const double a[2], const double b[2]) ATTR_WARN_UNUSED_RESULT; MINLINE void cross_v3_v3v3(float r[3], const float a[3], const float b[3]); +/** + * Cross product suffers from severe precision loss when vectors are + * nearly parallel or opposite; doing the computation in double helps a lot. + */ MINLINE void cross_v3_v3v3_hi_prec(float r[3], const float a[3], const float b[3]); MINLINE void cross_v3_v3v3_db(double r[3], const double a[3], const double b[3]); +/** + * Excuse this fairly specific function, its used for polygon normals all over the place + * (could use a better name). + */ MINLINE void add_newell_cross_v3_v3v3(float n[3], const float v_prev[3], const float v_curr[3]); MINLINE void star_m3_v3(float rmat[3][3], const float a[3]); -/*********************************** Length **********************************/ +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Length + * \{ */ MINLINE float len_squared_v2(const float v[2]) ATTR_WARN_UNUSED_RESULT; MINLINE float len_squared_v3(const float v[3]) ATTR_WARN_UNUSED_RESULT; @@ -241,8 +302,14 @@ MINLINE float len_v3v3(const float a[3], const float b[3]) ATTR_WARN_UNUSED_RESU MINLINE double len_v3_db(const double a[3]) ATTR_WARN_UNUSED_RESULT; MINLINE double len_squared_v3_db(const double v[3]) ATTR_WARN_UNUSED_RESULT; MINLINE float normalize_v2_length(float r[2], const float unit_scale); +/** + * \note any vectors containing `nan` will be zeroed out. + */ MINLINE float normalize_v2_v2_length(float r[2], const float a[2], const float unit_scale); MINLINE float normalize_v3_length(float r[3], const float unit_scale); +/** + * \note any vectors containing `nan` will be zeroed out. + */ MINLINE float normalize_v3_v3_length(float r[3], const float a[3], const float unit_scale); MINLINE double normalize_v3_length_db(double n[3], const double unit_scale); MINLINE double normalize_v3_v3_length_db(double r[3], const double a[3], const double unit_scale); @@ -254,16 +321,32 @@ MINLINE float normalize_v3_v3(float r[3], const float a[3]); MINLINE double normalize_v3_v3_db(double r[3], const double a[3]); MINLINE double normalize_v3_db(double n[3]); -/******************************* Interpolation *******************************/ +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Interpolation + * \{ */ void interp_v2_v2v2(float r[2], const float a[2], const float b[2], const float t); void interp_v2_v2v2_db(double target[2], const double a[2], const double b[2], const double t); +/** + * Weight 3 2D vectors, + * 'w' must be unit length but is not a vector, just 3 weights. + */ void interp_v2_v2v2v2( float r[2], const float a[2], const float b[2], const float c[2], const float t[3]); void interp_v3_v3v3(float r[3], const float a[3], const float b[3], const float t); void interp_v3_v3v3_db(double target[3], const double a[3], const double b[3], const double t); +/** + * 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]); +/** + * 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], @@ -282,11 +365,20 @@ void interp_v4_v4v4v4v4(float p[4], void interp_v3_v3v3v3_uv( float p[3], const float v1[3], const float v2[3], const float v3[3], const float uv[2]); +/** + * slerp, treat vectors as spherical coordinates + * \see #interp_qt_qtqt + * + * \return success + */ bool interp_v3_v3v3_slerp(float target[3], const float a[3], const float b[3], const float t) ATTR_WARN_UNUSED_RESULT; bool interp_v2_v2v2_slerp(float target[2], const float a[2], const float b[2], const float t) ATTR_WARN_UNUSED_RESULT; +/** + * Same as #interp_v3_v3v3_slerp but uses fallback values for opposite vectors. + */ void interp_v3_v3v3_slerp_safe(float target[3], const float a[3], const float b[3], const float t); void interp_v2_v2v2_slerp_safe(float target[2], const float a[2], const float b[2], const float t); @@ -316,14 +408,34 @@ void mid_v3_v3v3v3v3( float v[3], const float v1[3], const float v2[3], const float v3[3], const float v4[3]); void mid_v3_v3_array(float r[3], const float (*vec_arr)[3], const unsigned int nbr); +/** + * Specialized function for calculating normals. + * Fast-path for: + * + * \code{.c} + * add_v3_v3v3(r, a, b); + * normalize_v3(r) + * mul_v3_fl(r, angle_normalized_v3v3(a, b) / M_PI_2); + * \endcode + * + * We can use the length of (a + b) to calculate the angle. + */ void mid_v3_v3v3_angle_weighted(float r[3], const float a[3], const float b[3]); +/** + * Same as mid_v3_v3v3_angle_weighted + * but \a r is assumed to be accumulated normals, divided by their total. + */ void mid_v3_angle_weighted(float r[3]); void flip_v4_v4v4(float v[4], const float v1[4], const float v2[4]); void flip_v3_v3v3(float v[3], const float v1[3], const float v2[3]); void flip_v2_v2v2(float v[2], const float v1[2], const float v2[2]); -/********************************* Comparison ********************************/ +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Comparison + * \{ */ MINLINE bool is_zero_v2(const float a[2]) ATTR_WARN_UNUSED_RESULT; MINLINE bool is_zero_v3(const float a[3]) ATTR_WARN_UNUSED_RESULT; @@ -378,24 +490,64 @@ MINLINE bool compare_size_v3v3(const float a[3], const float b[3], const float limit) ATTR_WARN_UNUSED_RESULT; +/** + * <pre> + * + l1 + * | + * neg <- | -> pos + * | + * + l2 + * </pre> + * + * \return Positive value when 'pt' is left-of-line + * (looking from 'l1' -> 'l2'). + */ MINLINE float line_point_side_v2(const float l1[2], const float l2[2], const float pt[2]) ATTR_WARN_UNUSED_RESULT; -/********************************** Angles ***********************************/ +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Angles + * \{ */ /* - angle with 2 arguments is angle between vector. * - angle with 3 arguments is angle between 3 points at the middle point. * - angle_normalized_* is faster equivalent if vectors are normalized. */ + +/** + * Return the shortest angle in radians between the 2 vectors. + */ float angle_v2v2(const float a[2], const float b[2]) ATTR_WARN_UNUSED_RESULT; float angle_signed_v2v2(const float v1[2], const float v2[2]) ATTR_WARN_UNUSED_RESULT; float angle_v2v2v2(const float a[2], const float b[2], const float c[2]) ATTR_WARN_UNUSED_RESULT; float angle_normalized_v2v2(const float a[2], const float b[2]) ATTR_WARN_UNUSED_RESULT; +/** + * Return the shortest angle in radians between the 2 vectors. + */ float angle_v3v3(const float a[3], const float b[3]) ATTR_WARN_UNUSED_RESULT; +/** + * 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 than 0.0. + */ float angle_v3v3v3(const float a[3], const float b[3], const float c[3]) ATTR_WARN_UNUSED_RESULT; +/** + * Quicker than full angle computation. + */ float cos_v3v3v3(const float p1[3], const float p2[3], const float p3[3]) ATTR_WARN_UNUSED_RESULT; +/** + * Quicker than full angle computation. + */ float cos_v2v2v2(const float p1[2], const float p2[2], const float p3[2]) ATTR_WARN_UNUSED_RESULT; +/** + * Angle between 2 vectors, about an axis (axis can be considered a plane). + */ float angle_on_axis_v3v3_v3(const float v1[3], const float v2[3], const float axis[3]) ATTR_WARN_UNUSED_RESULT; @@ -403,6 +555,9 @@ float angle_signed_on_axis_v3v3_v3(const float v1[3], const float v2[3], const float axis[3]) ATTR_WARN_UNUSED_RESULT; float angle_normalized_v3v3(const float v1[3], const float v2[3]) ATTR_WARN_UNUSED_RESULT; +/** + * Angle between 2 vectors defined by 3 coords, about an axis (axis can be considered a plane). + */ float angle_on_axis_v3v3v3_v3(const float v1[3], const float v2[3], const float v3[3], @@ -416,32 +571,107 @@ void angle_quad_v3( float angles[4], const float v1[3], const float v2[3], const float v3[3], const float v4[3]); void angle_poly_v3(float *angles, const float *verts[3], int len); -/********************************* Geometry **********************************/ +/** \} */ +/* -------------------------------------------------------------------- */ +/** \name Geometry + * \{ */ + +/** + * Project \a p onto \a v_proj + */ void project_v2_v2v2(float out[2], const float p[2], const float v_proj[2]); +/** + * Project \a p onto \a v_proj + */ void project_v3_v3v3(float out[3], const float p[3], const float v_proj[3]); void project_v3_v3v3_db(double out[3], const double p[3], const double v_proj[3]); +/** + * Project \a p onto a unit length \a v_proj + */ void project_v2_v2v2_normalized(float out[2], const float p[2], const float v_proj[2]); +/** + * Project \a p onto a unit length \a v_proj + */ void project_v3_v3v3_normalized(float out[3], const float p[3], const float v_proj[3]); +/** + * In this case plane is a 3D vector only (no 4th component). + * + * Projecting will make \a out a copy of \a p orthogonal to \a v_plane. + * + * \note If \a p is exactly perpendicular to \a v_plane, \a out will just be a copy of \a p. + * + * \note This function is a convenience to call: + * \code{.c} + * project_v3_v3v3(out, p, v_plane); + * sub_v3_v3v3(out, p, out); + * \endcode + */ void project_plane_v3_v3v3(float out[3], const float p[3], const float v_plane[3]); void project_plane_v2_v2v2(float out[2], const float p[2], const float v_plane[2]); void project_plane_normalized_v3_v3v3(float out[3], const float p[3], const float v_plane[3]); void project_plane_normalized_v2_v2v2(float out[2], const float p[2], const float v_plane[2]); +/** + * Project a vector on a plane defined by normal and a plane point p. + */ void project_v3_plane(float out[3], const float plane_no[3], const float plane_co[3]); +/** + * Returns a reflection vector from a vector and a normal vector + * reflect = vec - ((2 * dot(vec, mirror)) * mirror). + * + * <pre> + * v + * + ^ + * \ | + * \| + * + normal: axis of reflection + * / + * / + * + + * out: result (negate for a 'bounce'). + * </pre> + */ void reflect_v3_v3v3(float out[3], const float vec[3], const float normal[3]); void reflect_v3_v3v3_db(double out[3], const double vec[3], const double normal[3]); +/** + * Takes a vector and computes 2 orthogonal directions. + * + * \note if \a n is n unit length, computed values will be too. + */ void ortho_basis_v3v3_v3(float r_n1[3], float r_n2[3], const float n[3]); +/** + * Calculates \a p - a perpendicular vector to \a v + * + * \note return vector won't maintain same length. + */ void ortho_v3_v3(float out[3], const float v[3]); +/** + * no brainer compared to v3, just have for consistency. + */ void ortho_v2_v2(float out[2], const float v[2]); +/** + * Returns a vector bisecting the angle at b formed by a, b and c. + */ void bisect_v3_v3v3v3(float r[3], const float a[3], const float b[3], const float c[3]); +/** + * Rotate a point \a p by \a angle around origin (0, 0) + */ void rotate_v2_v2fl(float r[2], const float p[2], const float angle); void rotate_v3_v3v3fl(float r[3], const float p[3], const float axis[3], const float angle); +/** + * Rotate a point \a p by \a angle around an arbitrary unit length \a axis. + * http://local.wasp.uwa.edu.au/~pbourke/geometry/ + */ void rotate_normalized_v3_v3v3fl(float out[3], const float p[3], const float axis[3], const float angle); -/*********************************** Other ***********************************/ +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Other + * \{ */ void print_v2(const char *str, const float v[2]); void print_v3(const char *str, const float v[3]); @@ -464,6 +694,7 @@ void minmax_v2v2_v2(float min[2], float max[2], const float vec[2]); void minmax_v3v3_v3_array(float r_min[3], float r_max[3], const float (*vec_arr)[3], int nbr); +/** ensure \a v1 is \a dist from \a v2 */ void dist_ensure_v3_v3fl(float v1[3], const float v2[3], const float dist); void dist_ensure_v2_v2fl(float v1[2], const float v2[2], const float dist); @@ -476,8 +707,16 @@ MINLINE void clamp_v2_v2v2(float vec[2], const float min[2], const float max[2]) MINLINE void clamp_v3_v3v3(float vec[3], const float min[3], const float max[3]); MINLINE void clamp_v4_v4v4(float vec[4], const float min[4], const float max[4]); -/***************************** Array Functions *******************************/ -/* follow fixed length vector function conventions. */ +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Array Functions + * \{ */ + +/** + * Follow fixed length vector function conventions. + */ + double dot_vn_vn(const float *array_src_a, const float *array_src_b, const int size) ATTR_WARN_UNUSED_RESULT; @@ -532,7 +771,11 @@ void add_vn_vnvn_d(double *array_tar, const int size); void mul_vn_db(double *array_tar, const int size, const double f); -/**************************** Inline Definitions ******************************/ +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Inline Definitions + * \{ */ #if BLI_MATH_DO_INLINE # include "intern/math_vector_inline.c" @@ -542,6 +785,8 @@ void mul_vn_db(double *array_tar, const int size, const double f); # pragma GCC diagnostic pop #endif +/** \} */ + #ifdef __cplusplus } #endif |