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authorCampbell Barton <ideasman42@gmail.com>2009-09-07 12:37:28 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-09-07 12:37:28 +0400
commit4cc908b6769cbb05e10c9c4d55c615a7faa3e83b (patch)
tree6b94738cf8161722f7aa31595333e2b6d8025b1c /source/blender/blenlib
parentd779410600de3061539c8c433c7a8c72cff022c0 (diff)
parentc9dd69c11a639aece463dac9018e88dede4b9515 (diff)
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r23023:HEAD
Diffstat (limited to 'source/blender/blenlib')
-rw-r--r--source/blender/blenlib/BLI_arithb.h3
-rw-r--r--source/blender/blenlib/intern/arithb.c32
2 files changed, 29 insertions, 6 deletions
diff --git a/source/blender/blenlib/BLI_arithb.h b/source/blender/blenlib/BLI_arithb.h
index 2ce4e8e268c..6deb6edf9fb 100644
--- a/source/blender/blenlib/BLI_arithb.h
+++ b/source/blender/blenlib/BLI_arithb.h
@@ -380,7 +380,8 @@ void AxisAngleToQuat(float *q, float *axis, float angle);
void RotationBetweenVectorsToQuat(float *q, float v1[3], float v2[3]);
void vectoquat(float *vec, short axis, short upflag, float *q);
-void Vec3ToTangent(float *v, float *v1, float *v2, float *v3);
+void VecReflect(float *out, float *v1, float *v2);
+void VecBisect3(float *v, float *v1, float *v2, float *v3);
float VecAngle2(float *v1, float *v2);
float VecAngle3(float *v1, float *v2, float *v3);
float NormalizedVecAngle2(float *v1, float *v2);
diff --git a/source/blender/blenlib/intern/arithb.c b/source/blender/blenlib/intern/arithb.c
index 55bdc32c4e9..96056ba7783 100644
--- a/source/blender/blenlib/intern/arithb.c
+++ b/source/blender/blenlib/intern/arithb.c
@@ -3374,17 +3374,39 @@ void VecRotToQuat(float *vec, float phi, float *quat)
}
}
-/* get a direction from 3 vectors that wont depend
- * on the distance between the points */
-void Vec3ToTangent(float *v, float *v1, float *v2, float *v3)
+/* Returns a vector bisecting the angle at v2 formed by v1, v2 and v3 */
+void VecBisect3(float *out, float *v1, float *v2, float *v3)
{
float d_12[3], d_23[3];
VecSubf(d_12, v2, v1);
VecSubf(d_23, v3, v2);
Normalize(d_12);
Normalize(d_23);
- VecAddf(v, d_12, d_23);
- Normalize(v);
+ VecAddf(out, d_12, d_23);
+ Normalize(out);
+}
+
+/* Returns a reflection vector from a vector and a normal vector
+reflect = vec - ((2 * DotVecs(vec, mirror)) * mirror)
+*/
+void VecReflect(float *out, float *v1, float *v2)
+{
+ float vec[3], normal[3];
+ float reflect[3] = {0.0f, 0.0f, 0.0f};
+ float dot2;
+
+ VecCopyf(vec, v1);
+ VecCopyf(normal, v2);
+
+ Normalize(normal);
+
+ dot2 = 2 * Inpf(vec, normal);
+
+ reflect[0] = vec[0] - (dot2 * normal[0]);
+ reflect[1] = vec[1] - (dot2 * normal[1]);
+ reflect[2] = vec[2] - (dot2 * normal[2]);
+
+ VecCopyf(out, reflect);
}
/* Return the angle in degrees between vecs 1-2 and 2-3 in degrees