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Diffstat (limited to 'source/blender/blenlib/intern/math_vector.c')
-rw-r--r--source/blender/blenlib/intern/math_vector.c117
1 files changed, 61 insertions, 56 deletions
diff --git a/source/blender/blenlib/intern/math_vector.c b/source/blender/blenlib/intern/math_vector.c
index 7f2db3743df..988034349e0 100644
--- a/source/blender/blenlib/intern/math_vector.c
+++ b/source/blender/blenlib/intern/math_vector.c
@@ -585,23 +585,27 @@ void angle_poly_v3(float *angles, const float *verts[3], int len)
/********************************* Geometry **********************************/
-/* Project v1 on v2 */
-void project_v2_v2v2(float c[2], const float v1[2], const float v2[2])
+/**
+ * Project \a p onto \a v_proj
+ */
+void project_v2_v2v2(float out[2], const float p[2], const float v_proj[2])
{
- const float mul = dot_v2v2(v1, v2) / dot_v2v2(v2, v2);
+ const float mul = dot_v2v2(p, v_proj) / dot_v2v2(v_proj, v_proj);
- c[0] = mul * v2[0];
- c[1] = mul * v2[1];
+ out[0] = mul * v_proj[0];
+ out[1] = mul * v_proj[1];
}
-/* Project v1 on v2 */
-void project_v3_v3v3(float c[3], const float v1[3], const float v2[3])
+/**
+ * Project \a p onto \a v_proj
+ */
+void project_v3_v3v3(float out[3], const float p[3], const float v_proj[3])
{
- const float mul = dot_v3v3(v1, v2) / dot_v3v3(v2, v2);
+ const float mul = dot_v3v3(p, v_proj) / dot_v3v3(v_proj, v_proj);
- c[0] = mul * v2[0];
- c[1] = mul * v2[1];
- c[2] = mul * v2[2];
+ out[0] = mul * v_proj[0];
+ out[1] = mul * v_proj[1];
+ out[2] = mul * v_proj[2];
}
/**
@@ -617,35 +621,35 @@ void project_v3_v3v3(float c[3], const float v1[3], const float v2[3])
* sub_v3_v3v3(c, v, c);
* \endcode
*/
-void project_plane_v3_v3v3(float c[3], const float v[3], const float v_plane[3])
+void project_plane_v3_v3v3(float out[3], const float p[3], const float v_plane[3])
{
- const float mul = dot_v3v3(v, v_plane) / dot_v3v3(v_plane, v_plane);
+ const float mul = dot_v3v3(p, v_plane) / dot_v3v3(v_plane, v_plane);
- c[0] = v[0] - (mul * v_plane[0]);
- c[1] = v[1] - (mul * v_plane[1]);
- c[2] = v[2] - (mul * v_plane[2]);
+ out[0] = p[0] - (mul * v_plane[0]);
+ out[1] = p[1] - (mul * v_plane[1]);
+ out[2] = p[2] - (mul * v_plane[2]);
}
-void project_plane_v2_v2v2(float c[2], const float v[2], const float v_plane[2])
+void project_plane_v2_v2v2(float out[2], const float p[2], const float v_plane[2])
{
- const float mul = dot_v2v2(v, v_plane) / dot_v2v2(v_plane, v_plane);
+ const float mul = dot_v2v2(p, v_plane) / dot_v2v2(v_plane, v_plane);
- c[0] = v[0] - (mul * v_plane[0]);
- c[1] = v[1] - (mul * v_plane[1]);
+ out[0] = p[0] - (mul * v_plane[0]);
+ out[1] = p[1] - (mul * v_plane[1]);
}
/* 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])
+void project_v3_plane(float out[3], const float plane_no[3], const float plane_co[3])
{
float vector[3];
float mul;
- sub_v3_v3v3(vector, v, p);
- mul = dot_v3v3(vector, n) / len_squared_v3(n);
+ sub_v3_v3v3(vector, out, plane_co);
+ mul = dot_v3v3(vector, plane_no) / len_squared_v3(plane_no);
- mul_v3_v3fl(vector, n, mul);
+ mul_v3_v3fl(vector, plane_no, mul);
- sub_v3_v3(v, vector);
+ sub_v3_v3(out, vector);
}
/* Returns a vector bisecting the angle at v2 formed by v1, v2 and v3 */
@@ -664,15 +668,15 @@ void bisect_v3_v3v3v3(float out[3], const float v1[3], const float v2[3], const
* 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 vec[3], const float normal[3])
+void reflect_v3_v3v3(float out[3], const float v[3], const float normal[3])
{
- const float dot2 = 2.0f * dot_v3v3(vec, normal);
+ const float dot2 = 2.0f * dot_v3v3(v, normal);
BLI_ASSERT_UNIT_V3(normal);
- out[0] = vec[0] - (dot2 * normal[0]);
- out[1] = vec[1] - (dot2 * normal[1]);
- out[2] = vec[2] - (dot2 * normal[2]);
+ out[0] = v[0] - (dot2 * normal[0]);
+ out[1] = v[1] - (dot2 * normal[1]);
+ out[2] = v[2] - (dot2 * normal[2]);
}
/**
@@ -710,27 +714,27 @@ void ortho_basis_v3v3_v3(float r_n1[3], float r_n2[3], const float n[3])
*
* \note return vector won't maintain same length.
*/
-void ortho_v3_v3(float p[3], const float v[3])
+void ortho_v3_v3(float out[3], const float v[3])
{
const int axis = axis_dominant_v3_single(v);
- BLI_assert(p != v);
+ BLI_assert(out != v);
switch (axis) {
case 0:
- p[0] = -v[1] - v[2];
- p[1] = v[0];
- p[2] = v[0];
+ out[0] = -v[1] - v[2];
+ out[1] = v[0];
+ out[2] = v[0];
break;
case 1:
- p[0] = v[1];
- p[1] = -v[0] - v[2];
- p[2] = v[1];
+ out[0] = v[1];
+ out[1] = -v[0] - v[2];
+ out[2] = v[1];
break;
case 2:
- p[0] = v[2];
- p[1] = v[2];
- p[2] = -v[0] - v[1];
+ out[0] = v[2];
+ out[1] = v[2];
+ out[2] = -v[0] - v[1];
break;
}
}
@@ -738,18 +742,19 @@ void ortho_v3_v3(float p[3], const float v[3])
/**
* no brainer compared to v3, just have for consistency.
*/
-void ortho_v2_v2(float p[2], const float v[2])
+void ortho_v2_v2(float out[2], const float v[2])
{
- BLI_assert(p != v);
+ BLI_assert(out != v);
- p[0] = -v[1];
- p[1] = v[0];
+ out[0] = -v[1];
+ out[1] = v[0];
}
-/* Rotate a point p by angle theta around an arbitrary axis r
+/**
+ * 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 r[3], const float p[3], const float axis[3], const float angle)
+void rotate_normalized_v3_v3v3fl(float out[3], const float p[3], const float axis[3], const float angle)
{
const float costheta = cosf(angle);
const float sintheta = sinf(angle);
@@ -757,17 +762,17 @@ void rotate_normalized_v3_v3v3fl(float r[3], const float p[3], const float axis[
/* double check they are normalized */
BLI_ASSERT_UNIT_V3(axis);
- 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]);
+ out[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]);
+ out[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]);
+ out[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)