diff options
Diffstat (limited to 'source/blender/blenlib/intern/arithb.c')
-rw-r--r-- | source/blender/blenlib/intern/arithb.c | 48 |
1 files changed, 37 insertions, 11 deletions
diff --git a/source/blender/blenlib/intern/arithb.c b/source/blender/blenlib/intern/arithb.c index d673df51f6c..a5c4a03cdd6 100644 --- a/source/blender/blenlib/intern/arithb.c +++ b/source/blender/blenlib/intern/arithb.c @@ -2200,7 +2200,7 @@ int VecLen( int *v1, int *v2) return (int)floor(sqrt(x*x+y*y+z*z)); } -float VecLenf( float *v1, float *v2) +float VecLenf(float v1[3], float v2[3]) { float x,y,z; @@ -2236,23 +2236,40 @@ void VecMulVecf(float *v, float *v1, float *v2) v[2] = v1[2] * v2[2]; } -void VecLerpf(float *target, float *a, float *b, float t) +void VecLerpf(float *target, const float *a, const float *b, const float t) { - float s = 1.0f-t; + const 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 Vec2Lerpf(float *target, float *a, float *b, float t) +void Vec2Lerpf(float *target, const float *a, const float *b, const float t) { - float s = 1.0f-t; + const float s = 1.0f-t; target[0]= s*a[0] + t*b[0]; target[1]= s*a[1] + t*b[1]; } +/* weight 3 vectors, (VecWeightf in 2.4x) + * 'w' must be unit length but is not a vector, just 3 weights */ +void VecLerp3f(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 2D vectors, (Vec2Weightf in 2.4x) + * 'w' must be unit length but is not a vector, just 3 weights */ +void Vec2Lerp3f(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 VecMidf(float *v, float *v1, float *v2) { v[0]= 0.5f*(v1[0]+ v2[0]); @@ -3597,10 +3614,10 @@ float VecAngle3(float *v1, float *v2, float *v3) Normalize(vec1); Normalize(vec2); - return NormalizedVecAngle2(vec1, vec2) * (float)(180.0/M_PI); + return NormalizedVecAngle2(vec1, vec2); } -float VecAngle3_2D(float *v1, float *v2, float *v3) +float Vec2Angle3(float *v1, float *v2, float *v3) { float vec1[2], vec2[2]; @@ -3613,7 +3630,7 @@ float VecAngle3_2D(float *v1, float *v2, float *v3) Normalize2(vec1); Normalize2(vec2); - return NormalizedVecAngle2_2D(vec1, vec2) * (float)(180.0/M_PI); + return NormalizedVecAngle2_2D(vec1, vec2); } /* Return the shortest angle in degrees between the 2 vectors */ @@ -3626,7 +3643,7 @@ float VecAngle2(float *v1, float *v2) Normalize(vec1); Normalize(vec2); - return NormalizedVecAngle2(vec1, vec2)* (float)(180.0/M_PI); + return NormalizedVecAngle2(vec1, vec2); } float NormalizedVecAngle2(float *v1, float *v2) @@ -4764,7 +4781,7 @@ int LineIntersectLine(float v1[3], float v2[3], float v3[3], float v4[3], float VecSubf(c, v3t, v1); VecSubf(a, v2, v1); - VecSubf(b, v4t, v3); + VecSubf(b, v4t, v3t); Crossf(ab, a, b); Crossf(cb, c, b); @@ -4872,6 +4889,15 @@ static float lambda_cp_line(float p[3], float l1[3], float l2[3]) } #endif +/* useful to calculate an even width shell, by taking the angle between 2 planes. + * The return value is a scale on the offset. + * no angle between planes is 1.0, as the angle between the 2 planes approches 180d + * the distance gets very high, 180d would be inf, but this case isn't valid */ +float AngleToLength(const float angle) +{ + return (angle < SMALL_NUMBER) ? 1.0f : fabsf(1.0f / cosf(angle * (M_PI/180.0f))); +} + /* Similar to LineIntersectsTriangleUV, except it operates on a quad and in 2d, assumes point is in quad */ void PointInQuad2DUV(float v0[2], float v1[2], float v2[2], float v3[2], float pt[2], float *uv) { @@ -5154,7 +5180,7 @@ int point_in_tri_prism(float p[3], float v1[3], float v2[3], float v3[3]) } /* point closest to v1 on line v2-v3 in 3D */ -void PclosestVL3Dfl(float *closest, float *v1, float *v2, float *v3) +void PclosestVL3Dfl(float *closest, float v1[3], float v2[3], float v3[3]) { float lambda, cp[3]; |