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Diffstat (limited to 'source/blender/blenlib/intern/math_vector.c')
-rw-r--r--source/blender/blenlib/intern/math_vector.c27
1 files changed, 27 insertions, 0 deletions
diff --git a/source/blender/blenlib/intern/math_vector.c b/source/blender/blenlib/intern/math_vector.c
index 976895fe6fc..812e2b3e63d 100644
--- a/source/blender/blenlib/intern/math_vector.c
+++ b/source/blender/blenlib/intern/math_vector.c
@@ -115,6 +115,13 @@ void mid_v2_v2v2(float v[2], const float v1[2], const float v2[2])
v[1] = 0.5f * (v1[1] + v2[1]);
}
+void mid_v3_v3v3v3(float v[3], const float v1[3], const float v2[3], const float v3[3])
+{
+ v[0] = (v1[0] + v2[0] + v3[0]) / 3.0f;
+ v[1] = (v1[1] + v2[1] + v3[1]) / 3.0f;
+ v[2] = (v1[2] + v2[2] + v3[2]) / 3.0f;
+}
+
/********************************** Angles ***********************************/
/* Return the angle in radians between vecs 1-2 and 2-3 in radians
@@ -201,6 +208,13 @@ float angle_signed_v2v2(const float v1[2], const float v2[2])
float angle_normalized_v3v3(const float v1[3], const float v2[3])
{
+ /* double check they are normalized */
+#ifdef DEBUG
+ float test;
+ BLI_assert(fabsf((test = len_squared_v3(v1)) - 1.0f) < 0.0001f || fabsf(test) < 0.0001f);
+ BLI_assert(fabsf((test = len_squared_v3(v2)) - 1.0f) < 0.0001f || fabsf(test) < 0.0001f);
+#endif
+
/* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
if (dot_v3v3(v1, v2) < 0.0f) {
float vec[3];
@@ -217,6 +231,13 @@ float angle_normalized_v3v3(const float v1[3], const float v2[3])
float angle_normalized_v2v2(const float v1[2], const float v2[2])
{
+ /* double check they are normalized */
+#ifdef DEBUG
+ float test;
+ BLI_assert(fabsf((test = len_squared_v2(v1)) - 1.0f) < 0.0001f || fabsf(test) < 0.0001f);
+ BLI_assert(fabsf((test = len_squared_v2(v2)) - 1.0f) < 0.0001f || fabsf(test) < 0.0001f);
+#endif
+
/* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
if (dot_v2v2(v1, v2) < 0.0f) {
float vec[2];
@@ -401,6 +422,12 @@ void rotate_normalized_v3_v3v3fl(float r[3], const float p[3], const float axis[
const float costheta = cos(angle);
const float sintheta = sin(angle);
+ /* double check they are normalized */
+#ifdef DEBUG
+ float test;
+ BLI_assert(fabsf((test = len_squared_v3(axis)) - 1.0f) < 0.0001f || fabsf(test) < 0.0001f);
+#endif
+
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]);