diff options
author | Antony Riakiotakis <kalast@gmail.com> | 2014-09-08 20:15:42 +0400 |
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committer | Antony Riakiotakis <kalast@gmail.com> | 2014-09-08 20:15:42 +0400 |
commit | d9ffc99e66d659ac887d801b9cc071b4c3f9b8ab (patch) | |
tree | d88e83b5a9edab115081641d26c811b6aa22296a /source/blender/blenlib/intern/math_vector_inline.c | |
parent | 551ebaa3dd758bc1975548c28766bfa3159d3846 (diff) | |
parent | b1490e39dd1017e51984d8a34d226e869bbb25df (diff) |
Merge branch 'master' into soc-2014-viewport_fxsoc-2014-viewport_fx
I have resolved some differences, for instance selection code which was more or less a stub, to be
the same as master. This will have to be fixed later.
Conflicts:
CMakeLists.txt
intern/ghost/CMakeLists.txt
intern/ghost/intern/GHOST_SystemWin32.cpp
intern/ghost/intern/GHOST_Window.cpp
intern/ghost/intern/GHOST_WindowWin32.cpp
intern/ghost/intern/GHOST_WindowX11.cpp
source/blender/blenlib/BLI_math_matrix.h
source/blender/blenlib/intern/math_matrix.c
source/blender/gpu/CMakeLists.txt
source/blender/gpu/GPU_select.h
source/blender/gpu/intern/gpu_buffers.c
source/blender/gpu/intern/gpu_draw.c
source/blender/gpu/intern/gpu_extensions.c
source/blender/gpu/intern/gpu_select.c
source/blender/gpu/shaders/gpu_shader_simple_vert.glsl
source/blender/nodes/CMakeLists.txt
Diffstat (limited to 'source/blender/blenlib/intern/math_vector_inline.c')
-rw-r--r-- | source/blender/blenlib/intern/math_vector_inline.c | 52 |
1 files changed, 36 insertions, 16 deletions
diff --git a/source/blender/blenlib/intern/math_vector_inline.c b/source/blender/blenlib/intern/math_vector_inline.c index 2639767fcb1..3ed4a561698 100644 --- a/source/blender/blenlib/intern/math_vector_inline.c +++ b/source/blender/blenlib/intern/math_vector_inline.c @@ -479,7 +479,7 @@ MINLINE float mul_project_m4_v3_zfac(float mat[4][4], const float co[3]) } /** - * Has the effect of mul_m3_v3(), on a single axis. + * Has the effect of #mul_m3_v3(), on a single axis. */ MINLINE float dot_m3_v3_row_x(float M[3][3], const float a[3]) { @@ -495,7 +495,8 @@ MINLINE float dot_m3_v3_row_z(float M[3][3], const float a[3]) } /** - * Almost like mul_m4_v3(), misses adding translation. + * Has the effect of #mul_mat3_m4_v3(), on a single axis. + * (no adding translation) */ MINLINE float dot_m4_v3_row_x(float M[4][4], const float a[3]) { @@ -863,17 +864,17 @@ MINLINE void normal_float_to_short_v3(short out[3], const float in[3]) MINLINE bool is_zero_v2(const float v[2]) { - return (v[0] == 0 && v[1] == 0); + return (v[0] == 0.0f && v[1] == 0.0f); } MINLINE bool is_zero_v3(const float v[3]) { - return (v[0] == 0 && v[1] == 0 && v[2] == 0); + return (v[0] == 0.0f && v[1] == 0.0f && v[2] == 0.0f); } MINLINE bool is_zero_v4(const float v[4]) { - return (v[0] == 0 && v[1] == 0 && v[2] == 0 && v[3] == 0); + return (v[0] == 0.0f && v[1] == 0.0f && v[2] == 0.0f && v[3] == 0.0f); } MINLINE bool is_finite_v2(const float v[2]) @@ -893,9 +894,15 @@ MINLINE bool is_finite_v4(const float v[4]) MINLINE bool is_one_v3(const float v[3]) { - return (v[0] == 1 && v[1] == 1 && v[2] == 1); + return (v[0] == 1.0f && v[1] == 1.0f && v[2] == 1.0f); } + +/** \name Vector Comparison + * + * \note use ``value <= limit``, so a limit of zero doesn't fail on an exact match. + * \{ */ + MINLINE bool equals_v2v2(const float v1[2], const float v2[2]) { return ((v1[0] == v2[0]) && (v1[1] == v2[1])); @@ -913,8 +920,8 @@ MINLINE bool equals_v4v4(const float v1[4], const float v2[4]) MINLINE bool compare_v2v2(const float v1[2], const float v2[2], const float limit) { - if (fabsf(v1[0] - v2[0]) < limit) - if (fabsf(v1[1] - v2[1]) < limit) + if (fabsf(v1[0] - v2[0]) <= limit) + if (fabsf(v1[1] - v2[1]) <= limit) return true; return false; @@ -922,9 +929,9 @@ MINLINE bool compare_v2v2(const float v1[2], const float v2[2], const float limi MINLINE bool compare_v3v3(const float v1[3], const float v2[3], 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[0] - v2[0]) <= limit) + if (fabsf(v1[1] - v2[1]) <= limit) + if (fabsf(v1[2] - v2[2]) <= limit) return true; return false; @@ -938,15 +945,26 @@ MINLINE bool compare_len_v3v3(const float v1[3], const float v2[3], const float y = v1[1] - v2[1]; z = v1[2] - v2[2]; - return ((x * x + y * y + z * z) < (limit * limit)); + return ((x * x + y * y + z * z) <= (limit * limit)); +} + +MINLINE bool compare_len_squared_v3v3(const float v1[3], const float v2[3], const float limit_sq) +{ + 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_sq); } MINLINE bool compare_v4v4(const float v1[4], const float v2[4], 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) + 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 true; return false; @@ -958,4 +976,6 @@ MINLINE float line_point_side_v2(const float l1[2], const float l2[2], const flo ((l2[0] - pt[0]) * (l1[1] - pt[1]))); } +/** \} */ + #endif /* __MATH_VECTOR_INLINE_C__ */ |