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-rw-r--r--source/blender/blenlib/BLI_arithb.h59
-rw-r--r--source/blender/blenlib/BLI_fileops.h2
-rw-r--r--source/blender/blenlib/BLI_kdopbvh.h6
-rw-r--r--source/blender/blenlib/BLI_voxel.h (renamed from source/blender/blenlib/MTC_vectorops.h)41
-rw-r--r--source/blender/blenlib/BLI_winstuff.h29
-rw-r--r--source/blender/blenlib/CMakeLists.txt12
-rw-r--r--source/blender/blenlib/MTC_matrixops.h162
-rw-r--r--source/blender/blenlib/SConscript2
-rw-r--r--source/blender/blenlib/intern/BLI_kdopbvh.c270
-rw-r--r--source/blender/blenlib/intern/arithb.c589
-rw-r--r--source/blender/blenlib/intern/bpath.c34
-rw-r--r--source/blender/blenlib/intern/fileops.c14
-rw-r--r--source/blender/blenlib/intern/freetypefont.c3
-rw-r--r--source/blender/blenlib/intern/matrixops.c438
-rw-r--r--source/blender/blenlib/intern/storage.c18
-rw-r--r--source/blender/blenlib/intern/threads.c19
-rw-r--r--source/blender/blenlib/intern/util.c7
-rw-r--r--source/blender/blenlib/intern/vectorops.c166
-rw-r--r--source/blender/blenlib/intern/voxel.c198
19 files changed, 975 insertions, 1094 deletions
diff --git a/source/blender/blenlib/BLI_arithb.h b/source/blender/blenlib/BLI_arithb.h
index 1502c4870be..71604758b80 100644
--- a/source/blender/blenlib/BLI_arithb.h
+++ b/source/blender/blenlib/BLI_arithb.h
@@ -174,7 +174,39 @@ void CalcNormShort(short *v1, short *v2, short *v3, float *n);
float power_of_2(float val);
/**
- * @section Euler conversion routines
+ * @section Euler conversion routines (With Custom Order)
+ */
+
+/* Defines for rotation orders
+ * WARNING: must match the ePchan_RotMode in DNA_action_types.h
+ * order matters - types are saved to file!
+ */
+typedef enum eEulerRotationOrders {
+ EULER_ORDER_DEFAULT = 1, /* Blender 'default' (classic) is basically XYZ */
+ EULER_ORDER_XYZ = 1, /* Blender 'default' (classic) - must be as 1 to sync with PoseChannel rotmode */
+ EULER_ORDER_XZY,
+ EULER_ORDER_YXZ,
+ EULER_ORDER_YZX,
+ EULER_ORDER_ZXY,
+ EULER_ORDER_ZYX,
+ /* NOTE: there are about 6 more entries when including duplicated entries too */
+} eEulerRotationOrders;
+
+void EulOToQuat(float eul[3], short order, float quat[4]);
+void QuatToEulO(float quat[4], float eul[3], short order);
+
+void EulOToMat3(float eul[3], short order, float Mat[3][3]);
+void EulOToMat4(float eul[3], short order, float Mat[4][4]);
+
+void Mat3ToEulO(float Mat[3][3], float eul[3], short order);
+void Mat4ToEulO(float Mat[4][4], float eul[3], short order);
+
+void Mat3ToCompatibleEulO(float mat[3][3], float eul[3], float oldrot[3], short order);
+
+void eulerO_rot(float beul[3], float ang, char axis, short order);
+
+/**
+ * @section Euler conversion routines (Blender XYZ)
*/
void EulToMat3(float *eul, float mat[][3]);
@@ -185,11 +217,14 @@ void Mat4ToEul(float tmat[][4],float *eul);
void EulToQuat(float *eul, float *quat);
-void compatible_eul(float *eul, float *oldrot);
-
void Mat3ToCompatibleEul(float mat[][3], float *eul, float *oldrot);
+
+void compatible_eul(float *eul, float *oldrot);
+void euler_rot(float *beul, float ang, char axis);
+
+
/**
* @section Quaternion arithmetic routines
*/
@@ -216,6 +251,8 @@ void printquat(char *str, float q[4]);
void QuatInterpol(float *result, float *quat1, float *quat2, float t);
void QuatAdd(float *result, float *quat1, float *quat2, float t);
+void QuatToMat3(float *q, float m[][3]);
+void QuatToMat4(float *q, float m[][4]);
/**
* @section matrix multiplication and copying routines
@@ -325,6 +362,7 @@ void printvec4f(char *str, float v[4]);
void VecAddf(float *v, float *v1, float *v2);
void VecSubf(float *v, float *v1, float *v2);
+void VecMulVecf(float *v, float *v1, float *v2);
void VecLerpf(float *target, float *a, float *b, float t);
void VecMidf(float *v, float *v1, float *v2);
@@ -339,17 +377,18 @@ void Vec2Copyf(float *v1, float *v2);
void Vec2Lerpf(float *target, float *a, float *b, float t);
void AxisAngleToQuat(float *q, float *axis, float angle);
+void QuatToAxisAngle(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 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);
float VecAngle3_2D(float *v1, float *v2, float *v3);
float NormalizedVecAngle2_2D(float *v1, float *v2);
-
-void euler_rot(float *beul, float ang, char axis);
void NormalShortToFloat(float *out, short *in);
void NormalFloatToShort(short *out, float *in);
@@ -421,9 +460,6 @@ void VecStar(float mat[][3],float *vec);
short EenheidsMat(float mat[][3]);
-void QuatToMat3(float *q, float m[][3]);
-void QuatToMat4(float *q, float m[][4]);
-
void Mat3ToQuat_is_ok(float wmat[][3], float *q);
void i_ortho(float left, float right, float bottom, float top, float nearClip, float farClip, float matrix[][4]);
@@ -434,8 +470,6 @@ void i_rotate(float angle, char axis, float mat[][4]);
-
-
void MinMax3(float *min, float *max, float *vec);
void SizeToMat3(float *size, float mat[][3]);
void SizeToMat4(float *size, float mat[][4]);
@@ -455,8 +489,9 @@ void Mat4ToSize(float mat[][4], float *size);
void triatoquat(float *v1, float *v2, float *v3, float *quat);
-void LocEulSizeToMat4(float mat[][4], float loc[3], float eul[3], float size[3]);
-void LocQuatSizeToMat4(float mat[][4], float loc[3], float quat[4], float size[3]);
+void LocEulSizeToMat4(float mat[4][4], float loc[3], float eul[3], float size[3]);
+void LocEulOSizeToMat4(float mat[4][4], float loc[3], float eul[3], float size[3], short rotOrder);
+void LocQuatSizeToMat4(float mat[4][4], float loc[3], float quat[4], float size[3]);
void tubemap(float x, float y, float z, float *u, float *v);
void spheremap(float x, float y, float z, float *u, float *v);
diff --git a/source/blender/blenlib/BLI_fileops.h b/source/blender/blenlib/BLI_fileops.h
index d2dd40b21a5..0c1cdbc4d3a 100644
--- a/source/blender/blenlib/BLI_fileops.h
+++ b/source/blender/blenlib/BLI_fileops.h
@@ -36,8 +36,6 @@
#ifndef BLI_FILEOPS_H
#define BLI_FILEOPS_H
-
-
void BLI_recurdir_fileops(char *dirname);
int BLI_link(char *file, char *to);
int BLI_is_writable(char *filename);
diff --git a/source/blender/blenlib/BLI_kdopbvh.h b/source/blender/blenlib/BLI_kdopbvh.h
index 50462d531ef..fe6bc576fbd 100644
--- a/source/blender/blenlib/BLI_kdopbvh.h
+++ b/source/blender/blenlib/BLI_kdopbvh.h
@@ -71,6 +71,8 @@ typedef void (*BVHTree_NearestPointCallback) (void *userdata, int index, const f
/* callback must update hit in case it finds a nearest successful hit */
typedef void (*BVHTree_RayCastCallback) (void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit);
+/* callback to range search query */
+typedef void (*BVHTree_RangeQuery) (void *userdata, int index, float squared_dist);
BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis);
void BLI_bvhtree_free(BVHTree *tree);
@@ -95,5 +97,9 @@ int BLI_bvhtree_ray_cast(BVHTree *tree, const float *co, const float *dir, float
float BLI_bvhtree_bb_raycast(float *bv, float *light_start, float *light_end, float *pos);
+/* range query */
+int BLI_bvhtree_range_query(BVHTree *tree, const float *co, float radius, BVHTree_RangeQuery callback, void *userdata);
+
+
#endif // BLI_KDOPBVH_H
diff --git a/source/blender/blenlib/MTC_vectorops.h b/source/blender/blenlib/BLI_voxel.h
index 4fec93b37b9..934bc820259 100644
--- a/source/blender/blenlib/MTC_vectorops.h
+++ b/source/blender/blenlib/BLI_voxel.h
@@ -1,7 +1,4 @@
-/*
- * vectorops.h
- *
- * $Id$
+/**
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
@@ -24,35 +21,21 @@
*
* The Original Code is: all of this file.
*
- * Contributor(s): none yet.
+ * Contributor(s): Matt Ebb, Raul Fernandez Hernandez (Farsthary).
*
* ***** END GPL LICENSE BLOCK *****
*/
-#ifndef VECTOROPS_H
-#define VECTOROPS_H
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_diff3Int(int v1[3], int v2[3], int v3[3]);
-void MTC_cross3Int(int v1[3], int v2[3], int v3[3]);
-int MTC_dot3Int(int v1[3], int v2[3]);
-
-void MTC_diff3Float(float v1[3], float v2[3], float v3[3]);
-void MTC_cross3Float(float v1[3], float v2[3], float v3[3]);
-float MTC_dot3Float(float v1[3], float v2[3]);
-void MTC_cp3Float(float v1[3], float v2[3]);
-/**
- * Copy vector with a minus sign (so a = -b)
- */
-void MTC_cp3FloatInv(float v1[3], float v2[3]);
-
-void MTC_swapInt(int *i1, int *i2);
+#ifndef BLI_VOXEL_H
+#define BLI_VOXEL_H
-void MTC_diff3DFF(double v1[3], float v2[3], float v3[3]);
-void MTC_cross3Double(double v1[3], double v2[3], double v3[3]);
-float MTC_normalize3DF(float n[3]);
+/* find the index number of a voxel, given x/y/z integer coords and resolution vector */
+#define V_I(x, y, z, res) ( (z)*(res)[1]*(res)[0] + (y)*(res)[0] + (x) )
-/* ------------------------------------------------------------------------- */
-#endif /* VECTOROPS_H */
+/* all input coordinates must be in bounding box 0.0 - 1.0 */
+float voxel_sample_nearest(float *data, int *res, float *co);
+float voxel_sample_trilinear(float *data, int *res, float *co);
+float voxel_sample_triquadratic(float *data, int *res, float *co);
+float voxel_sample_tricubic(float *data, int *res, float *co, int bspline);
+#endif /* BLI_VOXEL_H */
diff --git a/source/blender/blenlib/BLI_winstuff.h b/source/blender/blenlib/BLI_winstuff.h
index 3e1b73e51be..b46ebebacd5 100644
--- a/source/blender/blenlib/BLI_winstuff.h
+++ b/source/blender/blenlib/BLI_winstuff.h
@@ -65,22 +65,7 @@
extern "C" {
#endif
-#ifndef M_PI
-#define M_PI 3.14159265358979323846
-#endif
-#ifndef M_PI_2
-#define M_PI_2 1.57079632679489661923
-#endif
-#ifndef M_SQRT2
-#define M_SQRT2 1.41421356237309504880
-#endif
-#ifndef M_SQRT1_2
-#define M_SQRT1_2 0.70710678118654752440
-#endif
-#ifndef M_1_PI
-#define M_1_PI 0.318309886183790671538
-#endif
-
+#define _USE_MATH_DEFINES
#define MAXPATHLEN MAX_PATH
#ifndef S_ISREG
@@ -90,6 +75,18 @@ extern "C" {
#define S_ISDIR(x) ((x&S_IFMT) == S_IFDIR)
#endif
+/* defines for using ISO C++ conformant names */
+#define open _open
+#define close _close
+#define write _write
+#define read _read
+#define getcwd _getcwd
+#define chdir _chdir
+#define strdup _strdup
+#define lseek _lseek
+#define getpid _getpid
+#define snprintf _snprintf
+
#ifndef FREE_WINDOWS
typedef unsigned int mode_t;
#endif
diff --git a/source/blender/blenlib/CMakeLists.txt b/source/blender/blenlib/CMakeLists.txt
index a0bf2367b98..4ed9eb4b007 100644
--- a/source/blender/blenlib/CMakeLists.txt
+++ b/source/blender/blenlib/CMakeLists.txt
@@ -27,20 +27,20 @@
FILE(GLOB SRC intern/*.c)
SET(INC
- . ../makesdna ../blenkernel ../../../intern/guardedalloc ../include
- ${FREETYPE_INCLUDE_DIRS}
- ${ZLIB_INC}
+ . ../makesdna ../blenkernel ../../../intern/guardedalloc ../include
+ ${FREETYPE_INCLUDE_DIRS}
+ ${ZLIB_INC}
)
IF(CMAKE_SYSTEM_NAME MATCHES "Linux")
SET(INC
- ${INC}
- ${BINRELOC_INC}
+ ${INC}
+ ${BINRELOC_INC}
)
ENDIF(CMAKE_SYSTEM_NAME MATCHES "Linux")
IF(WIN32)
- SET(INC ${INC} ${PTHREADS_INC})
+ SET(INC ${INC} ${PTHREADS_INC})
ENDIF(WIN32)
BLENDERLIB(bf_blenlib "${SRC}" "${INC}")
diff --git a/source/blender/blenlib/MTC_matrixops.h b/source/blender/blenlib/MTC_matrixops.h
deleted file mode 100644
index 2bc644be564..00000000000
--- a/source/blender/blenlib/MTC_matrixops.h
+++ /dev/null
@@ -1,162 +0,0 @@
-/*
- * matrixops.h
- *
- * $Id$
- *
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-#ifndef MATRIXOPS_H
-#define MATRIXOPS_H
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/* ------------------------------------------------------------------------- */
-/* need rewriting: */
-/**
- * copy the left upp3 3 by 3 of m2 to m1
- */
-void MTC_Mat3CpyMat4(float m1[][3], float m2[][4]);
-
-/* ------------------------------------------------------------------------- */
-/* operations based on 4 by 4 matrices */
-
-/**
- * Copy m1 to m2
- */
-void MTC_Mat4CpyMat4(float m1[][4], float m2[][4]);
-
-/**
- * Multiply all matrices after the first, leave the result in the
- * first argument
- */
-void MTC_Mat4MulSerie(float answ[][4],
- float m1[][4], float m2[][4], float m3[][4],
- float m4[][4], float m5[][4], float m6[][4],
- float m7[][4], float m8[][4]);
-
-/**
- * m1 = m2 matprod m3
- */
-void MTC_Mat4MulMat4(float m1[][4], float m2[][4], float m3[][4]);
-
-/**
- * Do vec^t prod mat, result in vec. Ignore vec[3] (vec is a
- * float[3])
- */
-void MTC_Mat4MulVecfl(float mat[][4], float *vec);
-
-/**
- * Invert mat, result in inverse. Always returns 1
- */
-int MTC_Mat4Invert(float inverse[][4], float mat[][4]);
-
-/**
- * Make the set of mat orthonormal (mat should already be orthogonal)?
- * (doesn't appear to normalize properly?)
- */
-void MTC_Mat4Ortho(float mat[][4]);
-
-/**
- * vec = mat prod vec, result in vec, ignore fourth component entirely
- * (4th component is _not_ accessed!!! vec is 3d)
- */
-void MTC_Mat4Mul3Vecfl(float mat[][4], float *vec);
-
-/**
- * vec = mat prod vec, result in vec
- */
-void MTC_Mat4MulVec4fl(float mat[][4], float *vec);
-
-/**
- * Set <m> to the 4-D unity matrix
- */
-void MTC_Mat4One(float m[][4]);
-
-/**
- * Swap matrices m1 and m2
- */
-void MTC_Mat4SwapMat4(float m1[][4], float m2[][4]);
-
-/**
- * Copy m2 to the top-left 3x3 of m1, don't touch the remaining elements.
- */
-void MTC_Mat4CpyMat3nc(float m1[][4], float m2[][3]);
-
-/**
- * m1 = m2 * m3, but only the top-left 3x3
- */
-void MTC_Mat4MulMat33(float m1[][3], float m2[][4], float m3[][3]);
-
-/* ------------------------------------------------------------------------- */
-/* Operations based on 3 by 3 matrices */
-/**
- * Do vec^t prod mat, result in vec.(vex is 3d)
- */
-void MTC_Mat3MulVecfl(float mat[][3], float *vec);
-
-/**
- * Copy m1 to m2
- */
-void MTC_Mat3CpyMat3(float m1[][3], float m2[][3]);
-
-/**
- * m1 = m2 prod m3
- */
-void MTC_Mat3MulMat3(float m1[][3], float m3[][3], float m2[][3]);
-
-/**
- * vec = vec prod mat
- */
-void MTC_Mat3MulVecd(float mat[][3], double *vec);
-
-/**
- * Guess: invert matrix
- * result goes to m1
- */
-void MTC_Mat3Inv(float m1[][3], float m2[][3]);
-
-/**
- * Sort of a determinant matrix? Doesn't seem very adjoint to me...
- * result goes to m1
- */
-void MTC_Mat3Adj(float m1[][3], float m[][3]);
-
-/**
- * Set <m> to the 3D unity matrix
- */
-void MTC_Mat3One(float m[][3]);
-
-/* ------------------------------------------------------------------------- */
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif /* MATRIXOPS_H */
-
diff --git a/source/blender/blenlib/SConscript b/source/blender/blenlib/SConscript
index 3d7d6b63e64..fc586de5085 100644
--- a/source/blender/blenlib/SConscript
+++ b/source/blender/blenlib/SConscript
@@ -16,4 +16,4 @@ if env['OURPLATFORM'] == 'linux2':
if env['OURPLATFORM'] in ('win32-vc', 'win32-mingw', 'linuxcross', 'win64-vc'):
incs += ' ' + env['BF_PTHREADS_INC']
-env.BlenderLib ( 'bf_blenlib', sources, Split(incs), Split(defs), libtype=['core'], priority = [180], compileflags =cflags )
+env.BlenderLib ( 'bf_blenlib', sources, Split(incs), Split(defs), libtype=['core','player'], priority = [363,170], compileflags =cflags )
diff --git a/source/blender/blenlib/intern/BLI_kdopbvh.c b/source/blender/blenlib/intern/BLI_kdopbvh.c
index 07e81b291f5..61d9cce1a58 100644
--- a/source/blender/blenlib/intern/BLI_kdopbvh.c
+++ b/source/blender/blenlib/intern/BLI_kdopbvh.c
@@ -72,10 +72,10 @@ struct BVHTree
char start_axis, stop_axis; // KDOP_AXES array indices according to axis
};
-typedef struct BVHOverlapData
-{
- BVHTree *tree1, *tree2;
- BVHTreeOverlap *overlap;
+typedef struct BVHOverlapData
+{
+ BVHTree *tree1, *tree2;
+ BVHTreeOverlap *overlap;
int i, max_overlap; /* i is number of overlaps */
int start_axis, stop_axis;
} BVHOverlapData;
@@ -109,7 +109,7 @@ typedef struct BVHRayCastData
////////////////////////////////////////////////////////////////////////
// Bounding Volume Hierarchy Definition
-//
+//
// Notes: From OBB until 26-DOP --> all bounding volumes possible, just choose type below
// Notes: You have to choose the type at compile time ITM
// Notes: You can choose the tree type --> binary, quad, octree, choose below
@@ -188,10 +188,10 @@ int ADJUST_MEMORY(void *local_memblock, void **memblock, int new_size, int *max_
//////////////////////////////////////////////////////////////////////////////////////////////////////
-// Introsort
+// Introsort
// with permission deriven from the following Java code:
// http://ralphunden.net/content/tutorials/a-guide-to-introsort/
-// and he derived it from the SUN STL
+// and he derived it from the SUN STL
//////////////////////////////////////////////////////////////////////////////////////////////////////
static int size_threshold = 16;
/*
@@ -362,7 +362,7 @@ static void create_kdop_hull(BVHTree *tree, BVHNode *node, float *co, int numpoi
float newminmax;
float *bv = node->bv;
int i, k;
-
+
// don't init boudings for the moving case
if(!moving)
{
@@ -372,7 +372,7 @@ static void create_kdop_hull(BVHTree *tree, BVHNode *node, float *co, int numpoi
bv[2*i + 1] = -FLT_MAX;
}
}
-
+
for(k = 0; k < numpoints; k++)
{
// for all Axes.
@@ -394,7 +394,7 @@ static void refit_kdop_hull(BVHTree *tree, BVHNode *node, int start, int end)
int i, j;
float *bv = node->bv;
-
+
for (i = tree->start_axis; i < tree->stop_axis; i++)
{
bv[2*i] = FLT_MAX;
@@ -406,10 +406,10 @@ static void refit_kdop_hull(BVHTree *tree, BVHNode *node, int start, int end)
// for all Axes.
for (i = tree->start_axis; i < tree->stop_axis; i++)
{
- newmin = tree->nodes[j]->bv[(2 * i)];
+ newmin = tree->nodes[j]->bv[(2 * i)];
if ((newmin < bv[(2 * i)]))
bv[(2 * i)] = newmin;
-
+
newmax = tree->nodes[j]->bv[(2 * i) + 1];
if ((newmax > bv[(2 * i) + 1]))
bv[(2 * i) + 1] = newmax;
@@ -427,14 +427,14 @@ static char get_largest_axis(float *bv)
middle_point[0] = (bv[1]) - (bv[0]); // x axis
middle_point[1] = (bv[3]) - (bv[2]); // y axis
middle_point[2] = (bv[5]) - (bv[4]); // z axis
- if (middle_point[0] > middle_point[1])
+ if (middle_point[0] > middle_point[1])
{
if (middle_point[0] > middle_point[2])
return 1; // max x axis
else
return 5; // max z axis
}
- else
+ else
{
if (middle_point[1] > middle_point[2])
return 3; // max y axis
@@ -448,24 +448,24 @@ static char get_largest_axis(float *bv)
static void node_join(BVHTree *tree, BVHNode *node)
{
int i, j;
-
+
for (i = tree->start_axis; i < tree->stop_axis; i++)
{
node->bv[2*i] = FLT_MAX;
node->bv[2*i + 1] = -FLT_MAX;
}
-
+
for (i = 0; i < tree->tree_type; i++)
{
- if (node->children[i])
+ if (node->children[i])
{
for (j = tree->start_axis; j < tree->stop_axis; j++)
{
- // update minimum
- if (node->children[i]->bv[(2 * j)] < node->bv[(2 * j)])
+ // update minimum
+ if (node->children[i]->bv[(2 * j)] < node->bv[(2 * j)])
node->bv[(2 * j)] = node->children[i]->bv[(2 * j)];
-
- // update maximum
+
+ // update maximum
if (node->children[i]->bv[(2 * j) + 1] > node->bv[(2 * j) + 1])
node->bv[(2 * j) + 1] = node->children[i]->bv[(2 * j) + 1];
}
@@ -518,7 +518,7 @@ static void bvhtree_info(BVHTree *tree)
static void verify_tree(BVHTree *tree)
{
int i, j, check = 0;
-
+
// check the pointer list
for(i = 0; i < tree->totleaf; i++)
{
@@ -538,7 +538,7 @@ static void verify_tree(BVHTree *tree)
check = 0;
}
}
-
+
// check the leaf list
for(i = 0; i < tree->totleaf; i++)
{
@@ -558,7 +558,7 @@ static void verify_tree(BVHTree *tree)
check = 0;
}
}
-
+
printf("branches: %d, leafs: %d, total: %d\n", tree->totbranch, tree->totleaf, tree->totbranch + tree->totleaf);
}
#endif
@@ -703,7 +703,7 @@ static void non_recursive_bvh_div_nodes(BVHTree *tree, BVHNode *branches_array,
BVHBuildHelper data;
int depth;
-
+
// set parent from root node to NULL
BVHNode *tmp = branches_array+0;
tmp->parent = NULL;
@@ -722,7 +722,7 @@ static void non_recursive_bvh_div_nodes(BVHTree *tree, BVHNode *branches_array,
}
branches_array--; //Implicit trees use 1-based indexs
-
+
build_implicit_tree_helper(tree, &data);
//Loop tree levels (log N) loops
@@ -806,11 +806,11 @@ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
{
BVHTree *tree;
int numnodes, i;
-
+
// theres not support for trees below binary-trees :P
if(tree_type < 2)
return NULL;
-
+
if(tree_type > MAX_TREETYPE)
return NULL;
@@ -820,13 +820,13 @@ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
//so that tangent rays can still hit a bounding volume..
//this bug would show up when casting a ray aligned with a kdop-axis and with an edge of 2 faces
epsilon = MAX2(FLT_EPSILON, epsilon);
-
+
if(tree)
{
tree->epsilon = epsilon;
- tree->tree_type = tree_type;
+ tree->tree_type = tree_type;
tree->axis = axis;
-
+
if(axis == 26)
{
tree->start_axis = 0;
@@ -863,13 +863,13 @@ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
numnodes = maxsize + implicit_needed_branches(tree_type, maxsize) + tree_type;
tree->nodes = (BVHNode **)MEM_callocN(sizeof(BVHNode *)*numnodes, "BVHNodes");
-
+
if(!tree->nodes)
{
MEM_freeN(tree);
return NULL;
}
-
+
tree->nodebv = (float*)MEM_callocN(sizeof(float)* axis * numnodes, "BVHNodeBV");
if(!tree->nodebv)
{
@@ -886,7 +886,7 @@ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
}
tree->nodearray = (BVHNode *)MEM_callocN(sizeof(BVHNode)* numnodes, "BVHNodeArray");
-
+
if(!tree->nodearray)
{
MEM_freeN(tree->nodechild);
@@ -902,14 +902,14 @@ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
tree->nodearray[i].bv = tree->nodebv + i * axis;
tree->nodearray[i].children = tree->nodechild + i * tree_type;
}
-
+
}
return tree;
}
void BLI_bvhtree_free(BVHTree *tree)
-{
+{
if(tree)
{
MEM_freeN(tree->nodes);
@@ -946,27 +946,27 @@ int BLI_bvhtree_insert(BVHTree *tree, int index, float *co, int numpoints)
{
int i;
BVHNode *node = NULL;
-
+
// insert should only possible as long as tree->totbranch is 0
if(tree->totbranch > 0)
return 0;
-
+
if(tree->totleaf+1 >= MEM_allocN_len(tree->nodes)/sizeof(*(tree->nodes)))
return 0;
-
+
// TODO check if have enough nodes in array
-
+
node = tree->nodes[tree->totleaf] = &(tree->nodearray[tree->totleaf]);
tree->totleaf++;
-
+
create_kdop_hull(tree, node, co, numpoints, 0);
node->index= index;
-
+
// inflate the bv with some epsilon
for (i = tree->start_axis; i < tree->stop_axis; i++)
{
- node->bv[(2 * i)] -= tree->epsilon; // minimum
- node->bv[(2 * i) + 1] += tree->epsilon; // maximum
+ node->bv[(2 * i)] -= tree->epsilon; // minimum
+ node->bv[(2 * i) + 1] += tree->epsilon; // maximum
}
return 1;
@@ -978,23 +978,23 @@ int BLI_bvhtree_update_node(BVHTree *tree, int index, float *co, float *co_movin
{
int i;
BVHNode *node= NULL;
-
+
// check if index exists
if(index > tree->totleaf)
return 0;
-
+
node = tree->nodearray + index;
-
+
create_kdop_hull(tree, node, co, numpoints, 0);
-
+
if(co_moving)
create_kdop_hull(tree, node, co_moving, numpoints, 1);
-
+
// inflate the bv with some epsilon
for (i = tree->start_axis; i < tree->stop_axis; i++)
{
- node->bv[(2 * i)] -= tree->epsilon; // minimum
- node->bv[(2 * i) + 1] += tree->epsilon; // maximum
+ node->bv[(2 * i)] -= tree->epsilon; // minimum
+ node->bv[(2 * i) + 1] += tree->epsilon; // maximum
}
return 1;
@@ -1030,24 +1030,24 @@ static int tree_overlap(BVHNode *node1, BVHNode *node2, int start_axis, int stop
float *bv2 = node2->bv;
float *bv1_end = bv1 + (stop_axis<<1);
-
+
bv1 += start_axis<<1;
bv2 += start_axis<<1;
-
+
// test all axis if min + max overlap
for (; bv1 != bv1_end; bv1+=2, bv2+=2)
{
- if ((*(bv1) > *(bv2 + 1)) || (*(bv2) > *(bv1 + 1)))
+ if ((*(bv1) > *(bv2 + 1)) || (*(bv2) > *(bv1 + 1)))
return 0;
}
-
+
return 1;
}
static void traverse(BVHOverlapData *data, BVHNode *node1, BVHNode *node2)
{
int j;
-
+
if(tree_overlap(node1, node2, data->start_axis, data->stop_axis))
{
// check if node1 is a leaf
@@ -1056,17 +1056,17 @@ static void traverse(BVHOverlapData *data, BVHNode *node1, BVHNode *node2)
// check if node2 is a leaf
if(!node2->totnode)
{
-
+
if(node1 == node2)
{
return;
}
-
+
if(data->i >= data->max_overlap)
- {
+ {
// try to make alloc'ed memory bigger
data->overlap = realloc(data->overlap, sizeof(BVHTreeOverlap)*data->max_overlap*2);
-
+
if(!data->overlap)
{
printf("Out of Memory in traverse\n");
@@ -1074,7 +1074,7 @@ static void traverse(BVHOverlapData *data, BVHNode *node1, BVHNode *node2)
}
data->max_overlap *= 2;
}
-
+
// both leafs, insert overlap!
data->overlap[data->i].indexA = node1->index;
data->overlap[data->i].indexB = node2->index;
@@ -1092,7 +1092,7 @@ static void traverse(BVHOverlapData *data, BVHNode *node1, BVHNode *node2)
}
else
{
-
+
for(j = 0; j < data->tree2->tree_type; j++)
{
if(node1->children[j])
@@ -1108,21 +1108,21 @@ BVHTreeOverlap *BLI_bvhtree_overlap(BVHTree *tree1, BVHTree *tree2, int *result)
int j, total = 0;
BVHTreeOverlap *overlap = NULL, *to = NULL;
BVHOverlapData **data;
-
+
// check for compatibility of both trees (can't compare 14-DOP with 18-DOP)
if((tree1->axis != tree2->axis) && (tree1->axis == 14 || tree2->axis == 14) && (tree1->axis == 18 || tree2->axis == 18))
return 0;
-
+
// fast check root nodes for collision before doing big splitting + traversal
if(!tree_overlap(tree1->nodes[tree1->totleaf], tree2->nodes[tree2->totleaf], MIN2(tree1->start_axis, tree2->start_axis), MIN2(tree1->stop_axis, tree2->stop_axis)))
return 0;
data = MEM_callocN(sizeof(BVHOverlapData *)* tree1->tree_type, "BVHOverlapData_star");
-
+
for(j = 0; j < tree1->tree_type; j++)
{
data[j] = (BVHOverlapData *)MEM_callocN(sizeof(BVHOverlapData), "BVHOverlapData");
-
+
// init BVHOverlapData
data[j]->overlap = (BVHTreeOverlap *)malloc(sizeof(BVHTreeOverlap)*MAX2(tree1->totleaf, tree2->totleaf));
data[j]->tree1 = tree1;
@@ -1138,25 +1138,25 @@ BVHTreeOverlap *BLI_bvhtree_overlap(BVHTree *tree1, BVHTree *tree2, int *result)
{
traverse(data[j], tree1->nodes[tree1->totleaf]->children[j], tree2->nodes[tree2->totleaf]);
}
-
+
for(j = 0; j < tree1->tree_type; j++)
total += data[j]->i;
-
+
to = overlap = (BVHTreeOverlap *)MEM_callocN(sizeof(BVHTreeOverlap)*total, "BVHTreeOverlap");
-
+
for(j = 0; j < tree1->tree_type; j++)
{
memcpy(to, data[j]->overlap, data[j]->i*sizeof(BVHTreeOverlap));
to+=data[j]->i;
}
-
+
for(j = 0; j < tree1->tree_type; j++)
{
free(data[j]->overlap);
MEM_freeN(data[j]);
}
MEM_freeN(data);
-
+
(*result) = total;
return overlap;
}
@@ -1173,7 +1173,7 @@ static float squared_dist(const float *a, const float *b)
}
//Determines the nearest point of the given node BV. Returns the squared distance to that point.
-static float calc_nearest_point(BVHNearestData *data, BVHNode *node, float *nearest)
+static float calc_nearest_point(const float *proj, BVHNode *node, float *nearest)
{
int i;
const float *bv = node->bv;
@@ -1181,12 +1181,12 @@ static float calc_nearest_point(BVHNearestData *data, BVHNode *node, float *near
//nearest on AABB hull
for(i=0; i != 3; i++, bv += 2)
{
- if(bv[0] > data->proj[i])
+ if(bv[0] > proj[i])
nearest[i] = bv[0];
- else if(bv[1] < data->proj[i])
+ else if(bv[1] < proj[i])
nearest[i] = bv[1];
else
- nearest[i] = data->proj[i];
+ nearest[i] = proj[i];
}
/*
@@ -1208,7 +1208,7 @@ static float calc_nearest_point(BVHNearestData *data, BVHNode *node, float *near
}
}
*/
- return squared_dist(data->co, nearest);
+ return squared_dist(proj, nearest);
}
@@ -1231,7 +1231,7 @@ static void dfs_find_nearest_dfs(BVHNearestData *data, BVHNode *node)
else
{
data->nearest.index = node->index;
- data->nearest.dist = calc_nearest_point(data, node, data->nearest.co);
+ data->nearest.dist = calc_nearest_point(data->proj, node, data->nearest.co);
}
}
else
@@ -1240,12 +1240,12 @@ static void dfs_find_nearest_dfs(BVHNearestData *data, BVHNode *node)
int i;
float nearest[3];
- if(data->proj[ (int)node->main_axis ] <= node->children[0]->bv[(int)node->main_axis*2+1])
+ if(data->proj[ node->main_axis ] <= node->children[0]->bv[node->main_axis*2+1])
{
for(i=0; i != node->totnode; i++)
{
- if( calc_nearest_point(data, node->children[i], nearest) >= data->nearest.dist) continue;
+ if( calc_nearest_point(data->proj, node->children[i], nearest) >= data->nearest.dist) continue;
dfs_find_nearest_dfs(data, node->children[i]);
}
}
@@ -1253,7 +1253,7 @@ static void dfs_find_nearest_dfs(BVHNearestData *data, BVHNode *node)
{
for(i=node->totnode-1; i >= 0 ; i--)
{
- if( calc_nearest_point(data, node->children[i], nearest) >= data->nearest.dist) continue;
+ if( calc_nearest_point(data->proj, node->children[i], nearest) >= data->nearest.dist) continue;
dfs_find_nearest_dfs(data, node->children[i]);
}
}
@@ -1263,7 +1263,7 @@ static void dfs_find_nearest_dfs(BVHNearestData *data, BVHNode *node)
static void dfs_find_nearest_begin(BVHNearestData *data, BVHNode *node)
{
float nearest[3], sdist;
- sdist = calc_nearest_point(data, node, nearest);
+ sdist = calc_nearest_point(data->proj, node, nearest);
if(sdist >= data->nearest.dist) return;
dfs_find_nearest_dfs(data, node);
}
@@ -1301,7 +1301,7 @@ static void bfs_find_nearest(BVHNearestData *data, BVHNode *node)
}
current.node = node;
- current.dist = calc_nearest_point(data, node, nearest);
+ current.dist = calc_nearest_point(data->proj, node, nearest);
while(current.dist < data->nearest.dist)
{
@@ -1329,7 +1329,7 @@ static void bfs_find_nearest(BVHNearestData *data, BVHNode *node)
}
heap[heap_size].node = current.node->children[i];
- heap[heap_size].dist = calc_nearest_point(data, current.node->children[i], nearest);
+ heap[heap_size].dist = calc_nearest_point(data->proj, current.node->children[i], nearest);
if(heap[heap_size].dist >= data->nearest.dist) continue;
heap_size++;
@@ -1339,7 +1339,7 @@ static void bfs_find_nearest(BVHNearestData *data, BVHNode *node)
push_heaps++;
}
}
-
+
if(heap_size == 0) break;
current = heap[0];
@@ -1355,6 +1355,7 @@ static void bfs_find_nearest(BVHNearestData *data, BVHNode *node)
}
#endif
+
int BLI_bvhtree_find_nearest(BVHTree *tree, const float *co, BVHTreeNearest *nearest, BVHTree_NearestPointCallback callback, void *userdata)
{
int i;
@@ -1435,7 +1436,7 @@ static float ray_nearest_hit(BVHRayCastData *data, float *bv)
if(lu > low) low = lu;
if(ll < upper) upper = ll;
}
-
+
if(low > upper) return FLT_MAX;
}
}
@@ -1532,28 +1533,115 @@ float BLI_bvhtree_bb_raycast(float *bv, float *light_start, float *light_end, fl
float dist = 0.0;
data.hit.dist = FLT_MAX;
-
+
// get light direction
data.ray.direction[0] = light_end[0] - light_start[0];
data.ray.direction[1] = light_end[1] - light_start[1];
data.ray.direction[2] = light_end[2] - light_start[2];
-
+
data.ray.radius = 0.0;
-
+
data.ray.origin[0] = light_start[0];
data.ray.origin[1] = light_start[1];
data.ray.origin[2] = light_start[2];
-
+
Normalize(data.ray.direction);
VECCOPY(data.ray_dot_axis, data.ray.direction);
-
+
dist = ray_nearest_hit(&data, bv);
-
+
if(dist > 0.0)
{
VECADDFAC(pos, light_start, data.ray.direction, dist);
}
return dist;
+
+}
+
+/*
+ * Range Query - as request by broken :P
+ *
+ * Allocs and fills an array with the indexs of node that are on the given spherical range (center, radius)
+ * Returns the size of the array.
+ */
+typedef struct RangeQueryData
+{
+ BVHTree *tree;
+ const float *center;
+ float radius; //squared radius
+
+ int hits;
+
+ BVHTree_RangeQuery callback;
+ void *userdata;
+
+
+} RangeQueryData;
+
+
+static void dfs_range_query(RangeQueryData *data, BVHNode *node)
+{
+ if(node->totnode == 0)
+ {
+
+ //Calculate the node min-coords (if the node was a point then this is the point coordinates)
+ float co[3];
+ co[0] = node->bv[0];
+ co[1] = node->bv[2];
+ co[2] = node->bv[4];
+ }
+ else
+ {
+ int i;
+ for(i=0; i != node->totnode; i++)
+ {
+ float nearest[3];
+ float dist = calc_nearest_point(data->center, node->children[i], nearest);
+ if(dist < data->radius)
+ {
+ //Its a leaf.. call the callback
+ if(node->children[i]->totnode == 0)
+ {
+ data->hits++;
+ data->callback( data->userdata, node->children[i]->index, dist );
+ }
+ else
+ dfs_range_query( data, node->children[i] );
+ }
+ }
+ }
}
+int BLI_bvhtree_range_query(BVHTree *tree, const float *co, float radius, BVHTree_RangeQuery callback, void *userdata)
+{
+ BVHNode * root = tree->nodes[tree->totleaf];
+
+ RangeQueryData data;
+ data.tree = tree;
+ data.center = co;
+ data.radius = radius*radius;
+ data.hits = 0;
+
+ data.callback = callback;
+ data.userdata = userdata;
+
+ if(root != NULL)
+ {
+ float nearest[3];
+ float dist = calc_nearest_point(data.center, root, nearest);
+ if(dist < data.radius)
+ {
+ //Its a leaf.. call the callback
+ if(root->totnode == 0)
+ {
+ data.hits++;
+ data.callback( data.userdata, root->index, dist );
+ }
+ else
+ dfs_range_query( &data, root );
+ }
+ }
+
+ return data.hits;
+}
diff --git a/source/blender/blenlib/intern/arithb.c b/source/blender/blenlib/intern/arithb.c
index a26e333e095..96056ba7783 100644
--- a/source/blender/blenlib/intern/arithb.c
+++ b/source/blender/blenlib/intern/arithb.c
@@ -1408,22 +1408,6 @@ void RotationBetweenVectorsToQuat(float *q, float v1[3], float v2[3])
AxisAngleToQuat(q, axis, angle);
}
-void AxisAngleToQuat(float *q, float *axis, float angle)
-{
- float nor[3];
- float si;
-
- VecCopyf(nor, axis);
- Normalize(nor);
-
- angle /= 2;
- si = (float)sin(angle);
- q[0] = (float)cos(angle);
- q[1] = nor[0] * si;
- q[2] = nor[1] * si;
- q[3] = nor[2] * si;
-}
-
void vectoquat(float *vec, short axis, short upflag, float *q)
{
float q2[4], nor[3], *fp, mat[3][3], angle, si, co, x2, y2, z2, len1;
@@ -1610,7 +1594,7 @@ void VecUpMat3(float *vec, float mat[][3], short axis)
}
/* A & M Watt, Advanced animation and rendering techniques, 1992 ACM press */
-void QuatInterpolW(float *, float *, float *, float );
+void QuatInterpolW(float *, float *, float *, float ); // XXX why this?
void QuatInterpolW(float *result, float *quat1, float *quat2, float t)
{
@@ -2176,6 +2160,13 @@ void VecSubf(float *v, float *v1, float *v2)
v[2]= v1[2]- v2[2];
}
+void VecMulVecf(float *v, float *v1, float *v2)
+{
+ v[0] = v1[0] * v2[0];
+ v[1] = v1[1] * v2[1];
+ v[2] = v1[2] * v2[2];
+}
+
void VecLerpf(float *target, float *a, float *b, float t)
{
float s = 1.0f-t;
@@ -2800,6 +2791,241 @@ void MeanValueWeights(float v[][3], int n, float *co, float *w)
/* ************ EULER *************** */
+/* Euler Rotation Order Code:
+ * was adapted from
+ ANSI C code from the article
+ "Euler Angle Conversion"
+ by Ken Shoemake, shoemake@graphics.cis.upenn.edu
+ in "Graphics Gems IV", Academic Press, 1994
+ * for use in Blender
+ */
+
+/* Type for rotation order info - see wiki for derivation details */
+typedef struct RotOrderInfo {
+ short i; /* first axis index */
+ short j; /* second axis index */
+ short k; /* third axis index */
+ short parity; /* parity of axis permuation (even=0, odd=1) - 'n' in original code */
+} RotOrderInfo;
+
+/* Array of info for Rotation Order calculations
+ * WARNING: must be kept in same order as eEulerRotationOrders
+ */
+static RotOrderInfo rotOrders[]= {
+ /* i, j, k, n */
+ {0, 1, 2, 0}, // XYZ
+ {0, 2, 1, 1}, // XZY
+ {1, 0, 2, 1}, // YXZ
+ {1, 2, 0, 0}, // YZX
+ {2, 0, 1, 0}, // ZXY
+ {2, 1, 0, 1} // ZYZ
+};
+
+/* Get relevant pointer to rotation order set from the array
+ * NOTE: since we start at 1 for the values, but arrays index from 0,
+ * there is -1 factor involved in this process...
+ */
+#define GET_ROTATIONORDER_INFO(order) (((order)>=1) ? &rotOrders[(order)-1] : &rotOrders[0])
+
+/* Construct quaternion from Euler angles (in radians). */
+void EulOToQuat(float e[3], short order, float q[4])
+{
+ RotOrderInfo *R= GET_ROTATIONORDER_INFO(order);
+ short i=R->i, j=R->j, k=R->k;
+ double ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
+ double a[3];
+
+ ti = e[i]/2; tj = e[j]/2; th = e[k]/2;
+
+ if (R->parity) e[j] = -e[j];
+
+ ci = cos(ti); cj = cos(tj); ch = cos(th);
+ si = sin(ti); sj = sin(tj); sh = sin(th);
+
+ cc = ci*ch; cs = ci*sh;
+ sc = si*ch; ss = si*sh;
+
+ a[i] = cj*sc - sj*cs;
+ a[j] = cj*ss + sj*cc;
+ a[k] = cj*cs - sj*sc;
+
+ q[0] = cj*cc + sj*ss;
+ q[1] = a[0];
+ q[2] = a[1];
+ q[3] = a[2];
+
+ if (R->parity) q[j] = -q[j];
+}
+
+/* Convert quaternion to Euler angles (in radians). */
+void QuatToEulO(float q[4], float e[3], short order)
+{
+ float M[3][3];
+
+ QuatToMat3(q, M);
+ Mat3ToEulO(M, e, order);
+}
+
+/* Construct 3x3 matrix from Euler angles (in radians). */
+void EulOToMat3(float e[3], short order, float M[3][3])
+{
+ RotOrderInfo *R= GET_ROTATIONORDER_INFO(order);
+ short i=R->i, j=R->j, k=R->k;
+ double ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
+
+ if (R->parity) {
+ ti = -e[i]; tj = -e[j]; th = -e[k];
+ }
+ else {
+ ti = e[i]; tj = e[j]; th = e[k];
+ }
+
+ ci = cos(ti); cj = cos(tj); ch = cos(th);
+ si = sin(ti); sj = sin(tj); sh = sin(th);
+
+ cc = ci*ch; cs = ci*sh;
+ sc = si*ch; ss = si*sh;
+
+ M[i][i] = cj*ch; M[j][i] = sj*sc-cs; M[k][i] = sj*cc+ss;
+ M[i][j] = cj*sh; M[j][j] = sj*ss+cc; M[k][j] = sj*cs-sc;
+ M[i][k] = -sj; M[j][k] = cj*si; M[k][k] = cj*ci;
+}
+
+/* Construct 4x4 matrix from Euler angles (in radians). */
+void EulOToMat4(float e[3], short order, float M[4][4])
+{
+ float m[3][3];
+
+ /* for now, we'll just do this the slow way (i.e. copying matrices) */
+ Mat3Ortho(m);
+ EulOToMat3(e, order, m);
+ Mat4CpyMat3(M, m);
+}
+
+/* Convert 3x3 matrix to Euler angles (in radians). */
+void Mat3ToEulO(float M[3][3], float e[3], short order)
+{
+ RotOrderInfo *R= GET_ROTATIONORDER_INFO(order);
+ short i=R->i, j=R->j, k=R->k;
+ double cy = sqrt(M[i][i]*M[i][i] + M[i][j]*M[i][j]);
+
+ if (cy > 16*FLT_EPSILON) {
+ e[i] = atan2(M[j][k], M[k][k]);
+ e[j] = atan2(-M[i][k], cy);
+ e[k] = atan2(M[i][j], M[i][i]);
+ }
+ else {
+ e[i] = atan2(-M[k][j], M[j][j]);
+ e[j] = atan2(-M[i][k], cy);
+ e[k] = 0;
+ }
+
+ if (R->parity) {
+ e[0] = -e[0];
+ e[1] = -e[1];
+ e[2] = -e[2];
+ }
+}
+
+/* Convert 4x4 matrix to Euler angles (in radians). */
+void Mat4ToEulO(float M[4][4], float e[3], short order)
+{
+ float m[3][3];
+
+ /* for now, we'll just do this the slow way (i.e. copying matrices) */
+ Mat3CpyMat4(m, M);
+ Mat3Ortho(m);
+ Mat3ToEulO(m, e, order);
+}
+
+/* returns two euler calculation methods, so we can pick the best */
+static void mat3_to_eulo2(float M[3][3], float *e1, float *e2, short order)
+{
+ RotOrderInfo *R= GET_ROTATIONORDER_INFO(order);
+ short i=R->i, j=R->j, k=R->k;
+ float m[3][3];
+ double cy;
+
+ /* process the matrix first */
+ Mat3CpyMat3(m, M);
+ Mat3Ortho(m);
+
+ cy= sqrt(m[i][i]*m[i][i] + m[i][j]*m[i][j]);
+
+ if (cy > 16*FLT_EPSILON) {
+ e1[i] = atan2(m[j][k], m[k][k]);
+ e1[j] = atan2(-m[i][k], cy);
+ e1[k] = atan2(m[i][j], m[i][i]);
+
+ e2[i] = atan2(-m[j][k], -m[k][k]);
+ e2[j] = atan2(-m[i][k], -cy);
+ e2[k] = atan2(-m[i][j], -m[i][i]);
+ }
+ else {
+ e1[i] = atan2(-m[k][j], m[j][j]);
+ e1[j] = atan2(-m[i][k], cy);
+ e1[k] = 0;
+
+ VecCopyf(e2, e1);
+ }
+
+ if (R->parity) {
+ e1[0] = -e1[0];
+ e1[1] = -e1[1];
+ e1[2] = -e1[2];
+
+ e2[0] = -e2[0];
+ e2[1] = -e2[1];
+ e2[2] = -e2[2];
+ }
+}
+
+/* uses 2 methods to retrieve eulers, and picks the closest */
+void Mat3ToCompatibleEulO(float mat[3][3], float eul[3], float oldrot[3], short order)
+{
+ float eul1[3], eul2[3];
+ float d1, d2;
+
+ mat3_to_eulo2(mat, eul1, eul2, order);
+
+ compatible_eul(eul1, oldrot);
+ compatible_eul(eul2, oldrot);
+
+ d1= (float)fabs(eul1[0]-oldrot[0]) + (float)fabs(eul1[1]-oldrot[1]) + (float)fabs(eul1[2]-oldrot[2]);
+ d2= (float)fabs(eul2[0]-oldrot[0]) + (float)fabs(eul2[1]-oldrot[1]) + (float)fabs(eul2[2]-oldrot[2]);
+
+ /* return best, which is just the one with lowest difference */
+ if (d1 > d2)
+ VecCopyf(eul, eul2);
+ else
+ VecCopyf(eul, eul1);
+}
+
+/* rotate the given euler by the given angle on the specified axis */
+// NOTE: is this safe to do with different axis orders?
+void eulerO_rot(float beul[3], float ang, char axis, short order)
+{
+ float eul[3], mat1[3][3], mat2[3][3], totmat[3][3];
+
+ eul[0]= eul[1]= eul[2]= 0.0f;
+ if (axis=='x')
+ eul[0]= ang;
+ else if (axis=='y')
+ eul[1]= ang;
+ else
+ eul[2]= ang;
+
+ EulOToMat3(eul, order, mat1);
+ EulOToMat3(beul, order, mat2);
+
+ Mat3MulMat3(totmat, mat2, mat1);
+
+ Mat3ToEulO(totmat, beul, order);
+}
+
+/* ************ EULER (old XYZ) *************** */
+
+/* XYZ order */
void EulToMat3( float *eul, float mat[][3])
{
double ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
@@ -2827,6 +3053,7 @@ void EulToMat3( float *eul, float mat[][3])
}
+/* XYZ order */
void EulToMat4( float *eul,float mat[][4])
{
double ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
@@ -2858,6 +3085,7 @@ void EulToMat4( float *eul,float mat[][4])
}
/* returns two euler calculation methods, so we can pick the best */
+/* XYZ order */
static void mat3_to_eul2(float tmat[][3], float *eul1, float *eul2)
{
float cy, quat[4], mat[3][3];
@@ -2888,6 +3116,7 @@ static void mat3_to_eul2(float tmat[][3], float *eul1, float *eul2)
}
}
+/* XYZ order */
void Mat3ToEul(float tmat[][3], float *eul)
{
float eul1[3], eul2[3];
@@ -2903,6 +3132,7 @@ void Mat3ToEul(float tmat[][3], float *eul)
}
}
+/* XYZ order */
void Mat4ToEul(float tmat[][4], float *eul)
{
float tempMat[3][3];
@@ -2912,6 +3142,7 @@ void Mat4ToEul(float tmat[][4], float *eul)
Mat3ToEul(tempMat, eul);
}
+/* XYZ order */
void QuatToEul(float *quat, float *eul)
{
float mat[3][3];
@@ -2920,7 +3151,7 @@ void QuatToEul(float *quat, float *eul)
Mat3ToEul(mat, eul);
}
-
+/* XYZ order */
void EulToQuat(float *eul, float *quat)
{
float ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
@@ -2936,6 +3167,155 @@ void EulToQuat(float *eul, float *quat)
quat[3] = cj*cs - sj*sc;
}
+/* XYZ order */
+void euler_rot(float *beul, float ang, char axis)
+{
+ float eul[3], mat1[3][3], mat2[3][3], totmat[3][3];
+
+ eul[0]= eul[1]= eul[2]= 0.0f;
+ if(axis=='x') eul[0]= ang;
+ else if(axis=='y') eul[1]= ang;
+ else eul[2]= ang;
+
+ EulToMat3(eul, mat1);
+ EulToMat3(beul, mat2);
+
+ Mat3MulMat3(totmat, mat2, mat1);
+
+ Mat3ToEul(totmat, beul);
+
+}
+
+/* exported to transform.c */
+/* order independent! */
+void compatible_eul(float *eul, float *oldrot)
+{
+ float dx, dy, dz;
+
+ /* correct differences of about 360 degrees first */
+ dx= eul[0] - oldrot[0];
+ dy= eul[1] - oldrot[1];
+ dz= eul[2] - oldrot[2];
+
+ while(fabs(dx) > 5.1) {
+ if(dx > 0.0f) eul[0] -= 2.0f*(float)M_PI; else eul[0]+= 2.0f*(float)M_PI;
+ dx= eul[0] - oldrot[0];
+ }
+ while(fabs(dy) > 5.1) {
+ if(dy > 0.0f) eul[1] -= 2.0f*(float)M_PI; else eul[1]+= 2.0f*(float)M_PI;
+ dy= eul[1] - oldrot[1];
+ }
+ while(fabs(dz) > 5.1) {
+ if(dz > 0.0f) eul[2] -= 2.0f*(float)M_PI; else eul[2]+= 2.0f*(float)M_PI;
+ dz= eul[2] - oldrot[2];
+ }
+
+ /* is 1 of the axis rotations larger than 180 degrees and the other small? NO ELSE IF!! */
+ if( fabs(dx) > 3.2 && fabs(dy)<1.6 && fabs(dz)<1.6 ) {
+ if(dx > 0.0) eul[0] -= 2.0f*(float)M_PI; else eul[0]+= 2.0f*(float)M_PI;
+ }
+ if( fabs(dy) > 3.2 && fabs(dz)<1.6 && fabs(dx)<1.6 ) {
+ if(dy > 0.0) eul[1] -= 2.0f*(float)M_PI; else eul[1]+= 2.0f*(float)M_PI;
+ }
+ if( fabs(dz) > 3.2 && fabs(dx)<1.6 && fabs(dy)<1.6 ) {
+ if(dz > 0.0) eul[2] -= 2.0f*(float)M_PI; else eul[2]+= 2.0f*(float)M_PI;
+ }
+
+ /* the method below was there from ancient days... but why! probably because the code sucks :)
+ */
+#if 0
+ /* calc again */
+ dx= eul[0] - oldrot[0];
+ dy= eul[1] - oldrot[1];
+ dz= eul[2] - oldrot[2];
+
+ /* special case, tested for x-z */
+
+ if( (fabs(dx) > 3.1 && fabs(dz) > 1.5 ) || ( fabs(dx) > 1.5 && fabs(dz) > 3.1 ) ) {
+ if(dx > 0.0) eul[0] -= M_PI; else eul[0]+= M_PI;
+ if(eul[1] > 0.0) eul[1]= M_PI - eul[1]; else eul[1]= -M_PI - eul[1];
+ if(dz > 0.0) eul[2] -= M_PI; else eul[2]+= M_PI;
+
+ }
+ else if( (fabs(dx) > 3.1 && fabs(dy) > 1.5 ) || ( fabs(dx) > 1.5 && fabs(dy) > 3.1 ) ) {
+ if(dx > 0.0) eul[0] -= M_PI; else eul[0]+= M_PI;
+ if(dy > 0.0) eul[1] -= M_PI; else eul[1]+= M_PI;
+ if(eul[2] > 0.0) eul[2]= M_PI - eul[2]; else eul[2]= -M_PI - eul[2];
+ }
+ else if( (fabs(dy) > 3.1 && fabs(dz) > 1.5 ) || ( fabs(dy) > 1.5 && fabs(dz) > 3.1 ) ) {
+ if(eul[0] > 0.0) eul[0]= M_PI - eul[0]; else eul[0]= -M_PI - eul[0];
+ if(dy > 0.0) eul[1] -= M_PI; else eul[1]+= M_PI;
+ if(dz > 0.0) eul[2] -= M_PI; else eul[2]+= M_PI;
+ }
+#endif
+}
+
+/* uses 2 methods to retrieve eulers, and picks the closest */
+/* XYZ order */
+void Mat3ToCompatibleEul(float mat[][3], float *eul, float *oldrot)
+{
+ float eul1[3], eul2[3];
+ float d1, d2;
+
+ mat3_to_eul2(mat, eul1, eul2);
+
+ compatible_eul(eul1, oldrot);
+ compatible_eul(eul2, oldrot);
+
+ d1= (float)fabs(eul1[0]-oldrot[0]) + (float)fabs(eul1[1]-oldrot[1]) + (float)fabs(eul1[2]-oldrot[2]);
+ d2= (float)fabs(eul2[0]-oldrot[0]) + (float)fabs(eul2[1]-oldrot[1]) + (float)fabs(eul2[2]-oldrot[2]);
+
+ /* return best, which is just the one with lowest difference */
+ if( d1 > d2) {
+ VecCopyf(eul, eul2);
+ }
+ else {
+ VecCopyf(eul, eul1);
+ }
+
+}
+
+/* ************ AXIS ANGLE *************** */
+
+/* Axis angle to Quaternions */
+void AxisAngleToQuat(float *q, float *axis, float angle)
+{
+ float nor[3];
+ float si;
+
+ VecCopyf(nor, axis);
+ Normalize(nor);
+
+ angle /= 2;
+ si = (float)sin(angle);
+ q[0] = (float)cos(angle);
+ q[1] = nor[0] * si;
+ q[2] = nor[1] * si;
+ q[3] = nor[2] * si;
+}
+
+/* Quaternions to Axis Angle */
+void QuatToAxisAngle(float q[4], float axis[3], float *angle)
+{
+ float ha, si;
+
+ /* calculate angle/2, and sin(angle/2) */
+ ha= (float)acos(q[0]);
+ si= (float)sin(ha);
+
+ /* from half-angle to angle */
+ *angle= ha * 2;
+
+ /* prevent division by zero for axis conversion */
+ if (fabs(si) < 0.0005)
+ si= 1.0f;
+
+ axis[0]= q[1] / si;
+ axis[1]= q[2] / si;
+ axis[2]= q[3] / si;
+}
+
+/* axis angle to 3x3 matrix */
void VecRotToMat3(float *vec, float phi, float mat[][3])
{
/* rotation of phi radials around vec */
@@ -2962,6 +3342,7 @@ void VecRotToMat3(float *vec, float phi, float mat[][3])
}
+/* axis angle to 4x4 matrix */
void VecRotToMat4(float *vec, float phi, float mat[][4])
{
float tmat[3][3];
@@ -2971,6 +3352,7 @@ void VecRotToMat4(float *vec, float phi, float mat[][4])
Mat4CpyMat3(mat, tmat);
}
+/* axis angle to quaternion */
void VecRotToQuat(float *vec, float phi, float *quat)
{
/* rotation of phi radials around vec */
@@ -2992,6 +3374,41 @@ void VecRotToQuat(float *vec, float phi, float *quat)
}
}
+/* 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(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
If v1 is a shoulder, v2 is the elbow and v3 is the hand,
this would return the angle at the elbow */
@@ -3067,111 +3484,6 @@ float NormalizedVecAngle2_2D(float *v1, float *v2)
return 2.0f*(float)saasin(Vec2Lenf(v2, v1)/2.0f);
}
-void euler_rot(float *beul, float ang, char axis)
-{
- float eul[3], mat1[3][3], mat2[3][3], totmat[3][3];
-
- eul[0]= eul[1]= eul[2]= 0.0f;
- if(axis=='x') eul[0]= ang;
- else if(axis=='y') eul[1]= ang;
- else eul[2]= ang;
-
- EulToMat3(eul, mat1);
- EulToMat3(beul, mat2);
-
- Mat3MulMat3(totmat, mat2, mat1);
-
- Mat3ToEul(totmat, beul);
-
-}
-
-/* exported to transform.c */
-void compatible_eul(float *eul, float *oldrot)
-{
- float dx, dy, dz;
-
- /* correct differences of about 360 degrees first */
- dx= eul[0] - oldrot[0];
- dy= eul[1] - oldrot[1];
- dz= eul[2] - oldrot[2];
-
- while(fabs(dx) > 5.1) {
- if(dx > 0.0f) eul[0] -= 2.0f*(float)M_PI; else eul[0]+= 2.0f*(float)M_PI;
- dx= eul[0] - oldrot[0];
- }
- while(fabs(dy) > 5.1) {
- if(dy > 0.0f) eul[1] -= 2.0f*(float)M_PI; else eul[1]+= 2.0f*(float)M_PI;
- dy= eul[1] - oldrot[1];
- }
- while(fabs(dz) > 5.1) {
- if(dz > 0.0f) eul[2] -= 2.0f*(float)M_PI; else eul[2]+= 2.0f*(float)M_PI;
- dz= eul[2] - oldrot[2];
- }
-
- /* is 1 of the axis rotations larger than 180 degrees and the other small? NO ELSE IF!! */
- if( fabs(dx) > 3.2 && fabs(dy)<1.6 && fabs(dz)<1.6 ) {
- if(dx > 0.0) eul[0] -= 2.0f*(float)M_PI; else eul[0]+= 2.0f*(float)M_PI;
- }
- if( fabs(dy) > 3.2 && fabs(dz)<1.6 && fabs(dx)<1.6 ) {
- if(dy > 0.0) eul[1] -= 2.0f*(float)M_PI; else eul[1]+= 2.0f*(float)M_PI;
- }
- if( fabs(dz) > 3.2 && fabs(dx)<1.6 && fabs(dy)<1.6 ) {
- if(dz > 0.0) eul[2] -= 2.0f*(float)M_PI; else eul[2]+= 2.0f*(float)M_PI;
- }
-
- /* the method below was there from ancient days... but why! probably because the code sucks :)
- */
-#if 0
- /* calc again */
- dx= eul[0] - oldrot[0];
- dy= eul[1] - oldrot[1];
- dz= eul[2] - oldrot[2];
-
- /* special case, tested for x-z */
-
- if( (fabs(dx) > 3.1 && fabs(dz) > 1.5 ) || ( fabs(dx) > 1.5 && fabs(dz) > 3.1 ) ) {
- if(dx > 0.0) eul[0] -= M_PI; else eul[0]+= M_PI;
- if(eul[1] > 0.0) eul[1]= M_PI - eul[1]; else eul[1]= -M_PI - eul[1];
- if(dz > 0.0) eul[2] -= M_PI; else eul[2]+= M_PI;
-
- }
- else if( (fabs(dx) > 3.1 && fabs(dy) > 1.5 ) || ( fabs(dx) > 1.5 && fabs(dy) > 3.1 ) ) {
- if(dx > 0.0) eul[0] -= M_PI; else eul[0]+= M_PI;
- if(dy > 0.0) eul[1] -= M_PI; else eul[1]+= M_PI;
- if(eul[2] > 0.0) eul[2]= M_PI - eul[2]; else eul[2]= -M_PI - eul[2];
- }
- else if( (fabs(dy) > 3.1 && fabs(dz) > 1.5 ) || ( fabs(dy) > 1.5 && fabs(dz) > 3.1 ) ) {
- if(eul[0] > 0.0) eul[0]= M_PI - eul[0]; else eul[0]= -M_PI - eul[0];
- if(dy > 0.0) eul[1] -= M_PI; else eul[1]+= M_PI;
- if(dz > 0.0) eul[2] -= M_PI; else eul[2]+= M_PI;
- }
-#endif
-}
-
-/* uses 2 methods to retrieve eulers, and picks the closest */
-void Mat3ToCompatibleEul(float mat[][3], float *eul, float *oldrot)
-{
- float eul1[3], eul2[3];
- float d1, d2;
-
- mat3_to_eul2(mat, eul1, eul2);
-
- compatible_eul(eul1, oldrot);
- compatible_eul(eul2, oldrot);
-
- d1= (float)fabs(eul1[0]-oldrot[0]) + (float)fabs(eul1[1]-oldrot[1]) + (float)fabs(eul1[2]-oldrot[2]);
- d2= (float)fabs(eul2[0]-oldrot[0]) + (float)fabs(eul2[1]-oldrot[1]) + (float)fabs(eul2[2]-oldrot[2]);
-
- /* return best, which is just the one with lowest difference */
- if( d1 > d2) {
- VecCopyf(eul, eul2);
- }
- else {
- VecCopyf(eul, eul1);
- }
-
-}
-
/* ******************************************** */
void SizeToMat3( float *size, float mat[][3])
@@ -4694,7 +5006,8 @@ float PdistVL3Dfl(float *v1, float *v2, float *v3)
/* make a 4x4 matrix out of 3 transform components */
/* matrices are made in the order: scale * rot * loc */
-void LocEulSizeToMat4(float mat[][4], float loc[3], float eul[3], float size[3])
+// TODO: need to have a version that allows for rotation order...
+void LocEulSizeToMat4(float mat[4][4], float loc[3], float eul[3], float size[3])
{
float rmat[3][3], smat[3][3], tmat[3][3];
@@ -4717,7 +5030,31 @@ void LocEulSizeToMat4(float mat[][4], float loc[3], float eul[3], float size[3])
/* make a 4x4 matrix out of 3 transform components */
/* matrices are made in the order: scale * rot * loc */
-void LocQuatSizeToMat4(float mat[][4], float loc[3], float quat[4], float size[3])
+void LocEulOSizeToMat4(float mat[4][4], float loc[3], float eul[3], float size[3], short rotOrder)
+{
+ float rmat[3][3], smat[3][3], tmat[3][3];
+
+ /* initialise new matrix */
+ Mat4One(mat);
+
+ /* make rotation + scaling part */
+ EulOToMat3(eul, rotOrder, rmat);
+ SizeToMat3(size, smat);
+ Mat3MulMat3(tmat, rmat, smat);
+
+ /* copy rot/scale part to output matrix*/
+ Mat4CpyMat3(mat, tmat);
+
+ /* copy location to matrix */
+ mat[3][0] = loc[0];
+ mat[3][1] = loc[1];
+ mat[3][2] = loc[2];
+}
+
+
+/* make a 4x4 matrix out of 3 transform components */
+/* matrices are made in the order: scale * rot * loc */
+void LocQuatSizeToMat4(float mat[4][4], float loc[3], float quat[4], float size[3])
{
float rmat[3][3], smat[3][3], tmat[3][3];
@@ -4738,6 +5075,8 @@ void LocQuatSizeToMat4(float mat[][4], float loc[3], float quat[4], float size[3
mat[3][2] = loc[2];
}
+/********************************************************/
+
/* Tangents */
/* For normal map tangents we need to detect uv boundaries, and only average
diff --git a/source/blender/blenlib/intern/bpath.c b/source/blender/blenlib/intern/bpath.c
index 6c89afe7173..cadf8d2bdd1 100644
--- a/source/blender/blenlib/intern/bpath.c
+++ b/source/blender/blenlib/intern/bpath.c
@@ -26,6 +26,24 @@
* ***** END GPL LICENSE BLOCK *****
*/
+#include <sys/stat.h>
+#include <sys/types.h>
+
+#include <fcntl.h>
+#include <stdio.h>
+#include <string.h>
+#include <stdlib.h>
+#include <string.h>
+
+/* path/file handeling stuff */
+#ifndef WIN32
+ #include <dirent.h>
+ #include <unistd.h>
+#else
+ #include <io.h>
+ #include "BLI_winstuff.h"
+#endif
+
#include "MEM_guardedalloc.h"
#include "DNA_ID.h" /* Library */
@@ -53,23 +71,7 @@
//XXX define below from BSE_sequence.h - otherwise potentially odd behaviour
#define SEQ_HAS_PATH(seq) (seq->type==SEQ_MOVIE || seq->type==SEQ_IMAGE)
-/* path/file handeling stuff */
-#ifndef WIN32
- #include <dirent.h>
- #include <unistd.h>
-#else
- #include "BLI_winstuff.h"
- #include <io.h>
-#endif
-#include <sys/stat.h>
-#include <sys/types.h>
-
-#include <fcntl.h>
-#include <stdio.h>
-#include <string.h>
-#include <stdlib.h>
-#include <string.h>
#define FILE_MAX 240
diff --git a/source/blender/blenlib/intern/fileops.c b/source/blender/blenlib/intern/fileops.c
index 0228032df01..e7dc9b0eb1f 100644
--- a/source/blender/blenlib/intern/fileops.c
+++ b/source/blender/blenlib/intern/fileops.c
@@ -31,27 +31,29 @@
#include <stdio.h>
#include <stdlib.h>
+#include <sys/types.h>
+#include <sys/stat.h>
+#include <fcntl.h>
+
+#include <errno.h>
+
#include "zlib.h"
#ifdef WIN32
-#include "BLI_winstuff.h"
#include <io.h>
+#include "BLI_winstuff.h"
#else
#include <unistd.h> // for read close
#include <sys/param.h>
#endif
+
#include "BLI_blenlib.h"
#include "BLI_storage.h"
#include "BLI_fileops.h"
#include "BLI_callbacks.h"
-#include <sys/types.h>
-#include <sys/stat.h>
-#include <fcntl.h>
-
#include "BKE_utildefines.h"
-#include <errno.h>
#include "BLO_sys_types.h" // for intptr_t support
diff --git a/source/blender/blenlib/intern/freetypefont.c b/source/blender/blenlib/intern/freetypefont.c
index bde4b561f26..985700efda1 100644
--- a/source/blender/blenlib/intern/freetypefont.c
+++ b/source/blender/blenlib/intern/freetypefont.c
@@ -146,9 +146,10 @@ void freetypechar_to_vchar(FT_Face face, FT_ULong charcode, VFontData *vfd)
bezt = (BezTriple*)MEM_callocN((onpoints[j])* sizeof(BezTriple),"objfnt_bezt") ;
BLI_addtail(&che->nurbsbase, nu);
- nu->type= CU_BEZIER+CU_2D;
+ nu->type= CU_BEZIER;
nu->pntsu = onpoints[j];
nu->resolu= 8;
+ nu->flag= CU_2D;
nu->flagu= CU_CYCLIC;
nu->bezt = bezt;
diff --git a/source/blender/blenlib/intern/matrixops.c b/source/blender/blenlib/intern/matrixops.c
deleted file mode 100644
index 0f9fc65f016..00000000000
--- a/source/blender/blenlib/intern/matrixops.c
+++ /dev/null
@@ -1,438 +0,0 @@
-/*
- *
- * Some matrix operations.
- *
- * Always use
- * - vector with x components : float x[3], int x[3], etc
- *
- * $Id$
- *
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/* ------------------------------------------------------------------------- */
-#include <string.h>
-#include "MTC_matrixops.h"
-#include "MTC_vectorops.h"
-/* ------------------------------------------------------------------------- */
-
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
-#if defined(__sun__) || defined( __sun ) || defined (__sparc) || defined (__sparc__)
-#include <strings.h>
-#endif
-
-#define ABS(x) ((x) < 0 ? -(x) : (x))
-#define SWAP(type, a, b) { type sw_ap; sw_ap=(a); (a)=(b); (b)=sw_ap; }
-
-void MTC_Mat4CpyMat4(float m1[][4], float m2[][4])
-{
- memcpy(m1, m2, 4*4*sizeof(float));
-}
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_Mat4MulSerie(float answ[][4],
- float m1[][4], float m2[][4], float m3[][4],
- float m4[][4], float m5[][4], float m6[][4],
- float m7[][4], float m8[][4])
-{
- float temp[4][4];
-
- if(m1==0 || m2==0) return;
-
- MTC_Mat4MulMat4(answ, m2, m1);
- if(m3) {
- MTC_Mat4MulMat4(temp, m3, answ);
- if(m4) {
- MTC_Mat4MulMat4(answ, m4, temp);
- if(m5) {
- MTC_Mat4MulMat4(temp, m5, answ);
- if(m6) {
- MTC_Mat4MulMat4(answ, m6, temp);
- if(m7) {
- MTC_Mat4MulMat4(temp, m7, answ);
- if(m8) {
- MTC_Mat4MulMat4(answ, m8, temp);
- }
- else MTC_Mat4CpyMat4(answ, temp);
- }
- }
- else MTC_Mat4CpyMat4(answ, temp);
- }
- }
- else MTC_Mat4CpyMat4(answ, temp);
- }
-}
-
-/* ------------------------------------------------------------------------- */
-void MTC_Mat4MulMat4(float m1[][4], float m2[][4], float m3[][4])
-{
- /* matrix product: c[j][k] = a[j][i].b[i][k] */
-
- m1[0][0] = m2[0][0]*m3[0][0] + m2[0][1]*m3[1][0] + m2[0][2]*m3[2][0] + m2[0][3]*m3[3][0];
- m1[0][1] = m2[0][0]*m3[0][1] + m2[0][1]*m3[1][1] + m2[0][2]*m3[2][1] + m2[0][3]*m3[3][1];
- m1[0][2] = m2[0][0]*m3[0][2] + m2[0][1]*m3[1][2] + m2[0][2]*m3[2][2] + m2[0][3]*m3[3][2];
- m1[0][3] = m2[0][0]*m3[0][3] + m2[0][1]*m3[1][3] + m2[0][2]*m3[2][3] + m2[0][3]*m3[3][3];
-
- m1[1][0] = m2[1][0]*m3[0][0] + m2[1][1]*m3[1][0] + m2[1][2]*m3[2][0] + m2[1][3]*m3[3][0];
- m1[1][1] = m2[1][0]*m3[0][1] + m2[1][1]*m3[1][1] + m2[1][2]*m3[2][1] + m2[1][3]*m3[3][1];
- m1[1][2] = m2[1][0]*m3[0][2] + m2[1][1]*m3[1][2] + m2[1][2]*m3[2][2] + m2[1][3]*m3[3][2];
- m1[1][3] = m2[1][0]*m3[0][3] + m2[1][1]*m3[1][3] + m2[1][2]*m3[2][3] + m2[1][3]*m3[3][3];
-
- m1[2][0] = m2[2][0]*m3[0][0] + m2[2][1]*m3[1][0] + m2[2][2]*m3[2][0] + m2[2][3]*m3[3][0];
- m1[2][1] = m2[2][0]*m3[0][1] + m2[2][1]*m3[1][1] + m2[2][2]*m3[2][1] + m2[2][3]*m3[3][1];
- m1[2][2] = m2[2][0]*m3[0][2] + m2[2][1]*m3[1][2] + m2[2][2]*m3[2][2] + m2[2][3]*m3[3][2];
- m1[2][3] = m2[2][0]*m3[0][3] + m2[2][1]*m3[1][3] + m2[2][2]*m3[2][3] + m2[2][3]*m3[3][3];
-
- m1[3][0] = m2[3][0]*m3[0][0] + m2[3][1]*m3[1][0] + m2[3][2]*m3[2][0] + m2[3][3]*m3[3][0];
- m1[3][1] = m2[3][0]*m3[0][1] + m2[3][1]*m3[1][1] + m2[3][2]*m3[2][1] + m2[3][3]*m3[3][1];
- m1[3][2] = m2[3][0]*m3[0][2] + m2[3][1]*m3[1][2] + m2[3][2]*m3[2][2] + m2[3][3]*m3[3][2];
- m1[3][3] = m2[3][0]*m3[0][3] + m2[3][1]*m3[1][3] + m2[3][2]*m3[2][3] + m2[3][3]*m3[3][3];
-
-}
-/* ------------------------------------------------------------------------- */
-
-void MTC_Mat4MulVecfl(float mat[][4], float *vec)
-{
- float x,y;
-
- x=vec[0];
- y=vec[1];
- vec[0]=x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2] + mat[3][0];
- vec[1]=x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2] + mat[3][1];
- vec[2]=x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2] + mat[3][2];
-}
-
-/* ------------------------------------------------------------------------- */
-void MTC_Mat3MulVecfl(float mat[][3], float *vec)
-{
- float x,y;
-
- x=vec[0];
- y=vec[1];
- vec[0]= x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2];
- vec[1]= x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2];
- vec[2]= x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2];
-}
-
-/* ------------------------------------------------------------------------- */
-
-int MTC_Mat4Invert(float inverse[][4], float mat[][4])
-{
- int i, j, k;
- double temp;
- float tempmat[4][4];
- float max;
- int maxj;
-
- /* Set inverse to identity */
- for (i=0; i<4; i++)
- for (j=0; j<4; j++)
- inverse[i][j] = 0;
- for (i=0; i<4; i++)
- inverse[i][i] = 1;
-
- /* Copy original matrix so we don't mess it up */
- for(i = 0; i < 4; i++)
- for(j = 0; j <4; j++)
- tempmat[i][j] = mat[i][j];
-
- for(i = 0; i < 4; i++) {
- /* Look for row with max pivot */
- max = ABS(tempmat[i][i]);
- maxj = i;
- for(j = i + 1; j < 4; j++) {
- if(ABS(tempmat[j][i]) > max) {
- max = ABS(tempmat[j][i]);
- maxj = j;
- }
- }
- /* Swap rows if necessary */
- if (maxj != i) {
- for( k = 0; k < 4; k++) {
- SWAP(float, tempmat[i][k], tempmat[maxj][k]);
- SWAP(float, inverse[i][k], inverse[maxj][k]);
- }
- }
-
- temp = tempmat[i][i];
- if (temp == 0)
- return 0; /* No non-zero pivot */
- for(k = 0; k < 4; k++) {
- tempmat[i][k] /= temp;
- inverse[i][k] /= temp;
- }
- for(j = 0; j < 4; j++) {
- if(j != i) {
- temp = tempmat[j][i];
- for(k = 0; k < 4; k++) {
- tempmat[j][k] -= tempmat[i][k]*temp;
- inverse[j][k] -= inverse[i][k]*temp;
- }
- }
- }
- }
- return 1;
-}
-
-/* ------------------------------------------------------------------------- */
-void MTC_Mat3CpyMat4(float m1[][3], float m2[][4])
-{
-
- m1[0][0]= m2[0][0];
- m1[0][1]= m2[0][1];
- m1[0][2]= m2[0][2];
-
- m1[1][0]= m2[1][0];
- m1[1][1]= m2[1][1];
- m1[1][2]= m2[1][2];
-
- m1[2][0]= m2[2][0];
- m1[2][1]= m2[2][1];
- m1[2][2]= m2[2][2];
-}
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_Mat3CpyMat3(float m1[][3], float m2[][3])
-{
- memcpy(m1, m2, 3*3*sizeof(float));
-}
-
-/* ------------------------------------------------------------------------- */
-/* void Mat3MulMat3(float m1[][3], float m3[][3], float m2[][3]) */
-void MTC_Mat3MulMat3(float m1[][3], float m3[][3], float m2[][3])
-{
- /* be careful about this rewrite... */
- /* m1[i][j] = m2[i][k]*m3[k][j], args are flipped! */
- m1[0][0]= m2[0][0]*m3[0][0] + m2[0][1]*m3[1][0] + m2[0][2]*m3[2][0];
- m1[0][1]= m2[0][0]*m3[0][1] + m2[0][1]*m3[1][1] + m2[0][2]*m3[2][1];
- m1[0][2]= m2[0][0]*m3[0][2] + m2[0][1]*m3[1][2] + m2[0][2]*m3[2][2];
-
- m1[1][0]= m2[1][0]*m3[0][0] + m2[1][1]*m3[1][0] + m2[1][2]*m3[2][0];
- m1[1][1]= m2[1][0]*m3[0][1] + m2[1][1]*m3[1][1] + m2[1][2]*m3[2][1];
- m1[1][2]= m2[1][0]*m3[0][2] + m2[1][1]*m3[1][2] + m2[1][2]*m3[2][2];
-
- m1[2][0]= m2[2][0]*m3[0][0] + m2[2][1]*m3[1][0] + m2[2][2]*m3[2][0];
- m1[2][1]= m2[2][0]*m3[0][1] + m2[2][1]*m3[1][1] + m2[2][2]*m3[2][1];
- m1[2][2]= m2[2][0]*m3[0][2] + m2[2][1]*m3[1][2] + m2[2][2]*m3[2][2];
-
-/* m1[0]= m2[0]*m3[0] + m2[1]*m3[3] + m2[2]*m3[6]; */
-/* m1[1]= m2[0]*m3[1] + m2[1]*m3[4] + m2[2]*m3[7]; */
-/* m1[2]= m2[0]*m3[2] + m2[1]*m3[5] + m2[2]*m3[8]; */
-/* m1+=3; */
-/* m2+=3; */
-/* m1[0]= m2[0]*m3[0] + m2[1]*m3[3] + m2[2]*m3[6]; */
-/* m1[1]= m2[0]*m3[1] + m2[1]*m3[4] + m2[2]*m3[7]; */
-/* m1[2]= m2[0]*m3[2] + m2[1]*m3[5] + m2[2]*m3[8]; */
-/* m1+=3; */
-/* m2+=3; */
-/* m1[0]= m2[0]*m3[0] + m2[1]*m3[3] + m2[2]*m3[6]; */
-/* m1[1]= m2[0]*m3[1] + m2[1]*m3[4] + m2[2]*m3[7]; */
-/* m1[2]= m2[0]*m3[2] + m2[1]*m3[5] + m2[2]*m3[8]; */
-} /* end of void Mat3MulMat3(float m1[][3], float m3[][3], float m2[][3]) */
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_Mat4Ortho(float mat[][4])
-{
- float len;
-
- len= MTC_normalize3DF(mat[0]);
- if(len!=0.0) mat[0][3]/= len;
- len= MTC_normalize3DF(mat[1]);
- if(len!=0.0) mat[1][3]/= len;
- len= MTC_normalize3DF(mat[2]);
- if(len!=0.0) mat[2][3]/= len;
-}
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_Mat4Mul3Vecfl(float mat[][4], float *vec)
-{
- float x,y;
- /* vec = mat^T dot vec !!! or vec a row, then vec = vec dot mat*/
-
- x= vec[0];
- y= vec[1];
- vec[0]= x*mat[0][0] + y*mat[1][0] + mat[2][0]*vec[2];
- vec[1]= x*mat[0][1] + y*mat[1][1] + mat[2][1]*vec[2];
- vec[2]= x*mat[0][2] + y*mat[1][2] + mat[2][2]*vec[2];
-}
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_Mat4One(float m[][4])
-{
-
- m[0][0]= m[1][1]= m[2][2]= m[3][3]= 1.0;
- m[0][1]= m[0][2]= m[0][3]= 0.0;
- m[1][0]= m[1][2]= m[1][3]= 0.0;
- m[2][0]= m[2][1]= m[2][3]= 0.0;
- m[3][0]= m[3][1]= m[3][2]= 0.0;
-}
-
-
-/* ------------------------------------------------------------------------- */
-/* Result is a 3-vector!*/
-void MTC_Mat3MulVecd(float mat[][3], double *vec)
-{
- double x,y;
-
- /* vec = mat^T dot vec !!! or vec a row, then vec = vec dot mat*/
- x=vec[0];
- y=vec[1];
- vec[0]= x * mat[0][0] + y * mat[1][0] + mat[2][0] * vec[2];
- vec[1]= x * mat[0][1] + y * mat[1][1] + mat[2][1] * vec[2];
- vec[2]= x * mat[0][2] + y * mat[1][2] + mat[2][2] * vec[2];
-}
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_Mat3Inv(float m1[][3], float m2[][3])
-{
- short a,b;
- float det;
-
- /* first adjoint */
- MTC_Mat3Adj(m1,m2);
-
- /* then determinant old mat! */
- det= m2[0][0]* (m2[1][1]*m2[2][2] - m2[1][2]*m2[2][1])
- -m2[1][0]* (m2[0][1]*m2[2][2] - m2[0][2]*m2[2][1])
- +m2[2][0]* (m2[0][1]*m2[1][2] - m2[0][2]*m2[1][1]);
-
- if(det==0) det=1;
- det= 1/det;
- for(a=0;a<3;a++) {
- for(b=0;b<3;b++) {
- m1[a][b]*=det;
- }
- }
-}
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_Mat3Adj(float m1[][3], float m[][3])
-{
- m1[0][0]=m[1][1]*m[2][2]-m[1][2]*m[2][1];
- m1[0][1]= -m[0][1]*m[2][2]+m[0][2]*m[2][1];
- m1[0][2]=m[0][1]*m[1][2]-m[0][2]*m[1][1];
-
- m1[1][0]= -m[1][0]*m[2][2]+m[1][2]*m[2][0];
- m1[1][1]=m[0][0]*m[2][2]-m[0][2]*m[2][0];
- m1[1][2]= -m[0][0]*m[1][2]+m[0][2]*m[1][0];
-
- m1[2][0]=m[1][0]*m[2][1]-m[1][1]*m[2][0];
- m1[2][1]= -m[0][0]*m[2][1]+m[0][1]*m[2][0];
- m1[2][2]=m[0][0]*m[1][1]-m[0][1]*m[1][0];
-}
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_Mat3One(float m[][3])
-{
-
- m[0][0]= m[1][1]= m[2][2]= 1.0;
- m[0][1]= m[0][2]= 0.0;
- m[1][0]= m[1][2]= 0.0;
- m[2][0]= m[2][1]= 0.0;
-}
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_Mat4SwapMat4(float m1[][4], float m2[][4])
-{
- float t;
- int i, j;
-
- for(i = 0; i < 4; i++) {
- for (j = 0; j < 4; j++) {
- t = m1[i][j];
- m1[i][j] = m2[i][j];
- m2[i][j] = t;
- }
- }
-}
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_Mat4MulVec4fl(float mat[][4], float *vec)
-{
- float x,y,z;
-
- x = vec[0];
- y = vec[1];
- z = vec[2];
- vec[0] = x*mat[0][0] + y*mat[1][0] + z*mat[2][0] + mat[3][0]*vec[3];
- vec[1] = x*mat[0][1] + y*mat[1][1] + z*mat[2][1] + mat[3][1]*vec[3];
- vec[2] = x*mat[0][2] + y*mat[1][2] + z*mat[2][2] + mat[3][2]*vec[3];
- vec[3] = x*mat[0][3] + y*mat[1][3] + z*mat[2][3] + mat[3][3]*vec[3];
-}
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_Mat4CpyMat3nc(float m1[][4], float m2[][3]) /* no clear */
-{
- m1[0][0]= m2[0][0];
- m1[0][1]= m2[0][1];
- m1[0][2]= m2[0][2];
-
- m1[1][0]= m2[1][0];
- m1[1][1]= m2[1][1];
- m1[1][2]= m2[1][2];
-
- m1[2][0]= m2[2][0];
- m1[2][1]= m2[2][1];
- m1[2][2]= m2[2][2];
-}
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_Mat4MulMat33(float m1[][3], float m2[][4], float m3[][3])
-{
- /* m1_i_j = m2_i_k * m3_k_j ? */
-
- m1[0][0] = m2[0][0]*m3[0][0] + m2[0][1]*m3[1][0] + m2[0][2]*m3[2][0];
- m1[0][1] = m2[0][0]*m3[0][1] + m2[0][1]*m3[1][1] + m2[0][2]*m3[2][1];
- m1[0][2] = m2[0][0]*m3[0][2] + m2[0][1]*m3[1][2] + m2[0][2]*m3[2][2];
-
- m1[1][0] = m2[1][0]*m3[0][0] + m2[1][1]*m3[1][0] + m2[1][2]*m3[2][0];
- m1[1][1] = m2[1][0]*m3[0][1] + m2[1][1]*m3[1][1] + m2[1][2]*m3[2][1];
- m1[1][2] = m2[1][0]*m3[0][2] + m2[1][1]*m3[1][2] + m2[1][2]*m3[2][2];
-
- m1[2][0] = m2[2][0]*m3[0][0] + m2[2][1]*m3[1][0] + m2[2][2]*m3[2][0];
- m1[2][1] = m2[2][0]*m3[0][1] + m2[2][1]*m3[1][1] + m2[2][2]*m3[2][1];
- m1[2][2] = m2[2][0]*m3[0][2] + m2[2][1]*m3[1][2] + m2[2][2]*m3[2][2];
-
-}
-
-/* ------------------------------------------------------------------------- */
-
-/* eof */
diff --git a/source/blender/blenlib/intern/storage.c b/source/blender/blenlib/intern/storage.c
index e6e37c58805..cdc5cec705f 100644
--- a/source/blender/blenlib/intern/storage.c
+++ b/source/blender/blenlib/intern/storage.c
@@ -33,13 +33,6 @@
#include <stdio.h>
#include <stdlib.h>
-#ifdef WIN32
-#include "BLI_winstuff.h"
-#include <sys/types.h>
-#include <io.h>
-#include <direct.h>
-#endif
-
#ifndef WIN32
#include <dirent.h>
#endif
@@ -70,9 +63,6 @@
#include <fcntl.h>
-#if !defined(WIN32)
-#include <sys/mtio.h> /* tape comando's */
-#endif
#include <string.h> /* strcpy etc.. */
#ifndef WIN32
@@ -85,6 +75,14 @@
#include <malloc.h>
#endif
+#ifdef WIN32
+#include <sys/types.h>
+#include <io.h>
+#include <direct.h>
+#include "BLI_winstuff.h"
+#endif
+
+
/* lib includes */
#include "MEM_guardedalloc.h"
diff --git a/source/blender/blenlib/intern/threads.c b/source/blender/blenlib/intern/threads.c
index 2812f17d58f..ed3e07b7f7e 100644
--- a/source/blender/blenlib/intern/threads.c
+++ b/source/blender/blenlib/intern/threads.c
@@ -142,10 +142,10 @@ void BLI_init_threads(ListBase *threadbase, void *(*do_thread)(void *), int tot)
tslot->do_thread= do_thread;
tslot->avail= 1;
}
+
+ MEM_set_lock_callback(BLI_lock_malloc_thread, BLI_unlock_malloc_thread);
+ thread_levels++;
}
-
- MEM_set_lock_callback(BLI_lock_malloc_thread, BLI_unlock_malloc_thread);
- thread_levels++;
}
/* amount of available threads */
@@ -235,18 +235,21 @@ void BLI_end_threads(ListBase *threadbase)
{
ThreadSlot *tslot;
- if (threadbase) {
+ /* only needed if there's actually some stuff to end
+ * this way we don't end up decrementing thread_levels on an empty threadbase
+ * */
+ if (threadbase && threadbase->first != NULL) {
for(tslot= threadbase->first; tslot; tslot= tslot->next) {
if(tslot->avail==0) {
pthread_join(tslot->pthread, NULL);
}
}
BLI_freelistN(threadbase);
+
+ thread_levels--;
+ if(thread_levels==0)
+ MEM_set_lock_callback(NULL, NULL);
}
-
- thread_levels--;
- if(thread_levels==0)
- MEM_set_lock_callback(NULL, NULL);
}
void BLI_lock_thread(int type)
diff --git a/source/blender/blenlib/intern/util.c b/source/blender/blenlib/intern/util.c
index 3c441a81d6b..c7bb7a54457 100644
--- a/source/blender/blenlib/intern/util.c
+++ b/source/blender/blenlib/intern/util.c
@@ -54,6 +54,8 @@
#include "BKE_utildefines.h"
+
+
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
@@ -75,11 +77,6 @@
#include "BLI_winstuff.h"
-/* for duplicate_defgroup */
-#if !(defined vsnprintf)
-#define vsnprintf _vsnprintf
-#endif
-
#endif
diff --git a/source/blender/blenlib/intern/vectorops.c b/source/blender/blenlib/intern/vectorops.c
deleted file mode 100644
index 3bff5235cfd..00000000000
--- a/source/blender/blenlib/intern/vectorops.c
+++ /dev/null
@@ -1,166 +0,0 @@
-/*
- *
- * Some vector operations.
- *
- * Always use
- * - vector with x components : float x[3], int x[3], etc
- *
- * $Id$
- *
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- *
- * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/* ------------------------------------------------------------------------- */
-/* General format: op(a, b, c): a = b op c */
-/* Copying is done cp <from, to> */
-/* ------------------------------------------------------------------------- */
-
-#include "MTC_vectorops.h"
-#include <math.h>
-
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
-void MTC_diff3Int(int v1[3], int v2[3], int v3[3])
-{
- v1[0] = v2[0] - v3[0];
- v1[1] = v2[1] - v3[1];
- v1[2] = v2[2] - v3[2];
-}
-
-/* ------------------------------------------------------------------------- */
-void MTC_diff3Float(float v1[3], float v2[3], float v3[3])
-{
- v1[0] = v2[0] - v3[0];
- v1[1] = v2[1] - v3[1];
- v1[2] = v2[2] - v3[2];
-}
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_cross3Int(int v1[3], int v2[3], int v3[3])
-{
- v1[0] = v2[1]*v3[2] - v2[2]*v3[1];
- v1[1] = v2[2]*v3[0] - v2[0]*v3[2];
- v1[2] = v2[0]*v3[1] - v2[1]*v3[0];
-}
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_cross3Float(float v1[3], float v2[3], float v3[3])
-{
- v1[0] = v2[1]*v3[2] - v2[2]*v3[1];
- v1[1] = v2[2]*v3[0] - v2[0]*v3[2];
- v1[2] = v2[0]*v3[1] - v2[1]*v3[0];
-}
-/* ------------------------------------------------------------------------- */
-
-void MTC_cross3Double(double v1[3], double v2[3], double v3[3])
-{
- v1[0] = v2[1]*v3[2] - v2[2]*v3[1];
- v1[1] = v2[2]*v3[0] - v2[0]*v3[2];
- v1[2] = v2[0]*v3[1] - v2[1]*v3[0];
-}
-
-/* ------------------------------------------------------------------------- */
-
-int MTC_dot3Int(int v1[3], int v2[3])
-{
- return (v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2]);
-}
-
-/* ------------------------------------------------------------------------- */
-
-float MTC_dot3Float(float v1[3], float v2[3])
-{
- return (v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2]);
-}
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_cp3Float(float v1[3], float v2[3])
-{
- v2[0] = v1[0];
- v2[1] = v1[1];
- v2[2] = v1[2];
-}
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_cp3FloatInv(float v1[3], float v2[3])
-{
- v2[0] = -v1[0];
- v2[1] = -v1[1];
- v2[2] = -v1[2];
-}
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_swapInt(int *i1, int *i2)
-{
- int swap;
- swap = *i1;
- *i1 = *i2;
- *i2 = swap;
-}
-
-/* ------------------------------------------------------------------------- */
-
-void MTC_diff3DFF(double v1[3], float v2[3], float v3[3])
-{
- v1[0] = v2[0] - v3[0];
- v1[1] = v2[1] - v3[1];
- v1[2] = v2[2] - v3[2];
-}
-
-/* ------------------------------------------------------------------------- */
-float MTC_normalize3DF(float n[3])
-{
- float d;
-
- d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
- /* FLT_EPSILON is too large! A larger value causes normalize errors in */
- /* a scaled down utah teapot */
- if(d>0.0000000000001) {
-
- /* d= sqrt(d); This _should_ be sqrt, but internally it's a double*/
- /* anyway. This is safe. */
- d = sqrt(d);
-
- n[0]/=d;
- n[1]/=d;
- n[2]/=d;
- } else {
- n[0]=n[1]=n[2]= 0.0;
- d= 0.0;
- }
- return d;
-}
-
-/* ------------------------------------------------------------------------- */
-
-/* eof */
diff --git a/source/blender/blenlib/intern/voxel.c b/source/blender/blenlib/intern/voxel.c
new file mode 100644
index 00000000000..7dad854af3a
--- /dev/null
+++ b/source/blender/blenlib/intern/voxel.c
@@ -0,0 +1,198 @@
+/**
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Matt Ebb, Raul Fernandez Hernandez (Farsthary).
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+#include <math.h>
+
+#include "BLI_voxel.h"
+
+#include "BKE_utildefines.h"
+
+
+#if defined( _MSC_VER ) && !defined( __cplusplus )
+# define inline __inline
+#endif // defined( _MSC_VER ) && !defined( __cplusplus )
+
+static inline float D(float *data, int *res, int x, int y, int z)
+{
+ CLAMP(x, 0, res[0]-1);
+ CLAMP(y, 0, res[1]-1);
+ CLAMP(z, 0, res[2]-1);
+ return data[ V_I(x, y, z, res) ];
+}
+
+/* *** nearest neighbour *** */
+/* input coordinates must be in bounding box 0.0 - 1.0 */
+float voxel_sample_nearest(float *data, int *res, float *co)
+{
+ int xi, yi, zi;
+
+ xi = co[0] * res[0];
+ yi = co[1] * res[1];
+ zi = co[2] * res[2];
+
+ return D(data, res, xi, yi, zi);
+}
+
+// returns highest integer <= x as integer (slightly faster than floor())
+inline int FLOORI(float x)
+{
+ const int r = (int)x;
+ return ((x >= 0.f) || (float)r == x) ? r : (r - 1);
+}
+
+// clamp function, cannot use the CLAMPIS macro, it sometimes returns unwanted results apparently related to gcc optimization flag -fstrict-overflow which is enabled at -O2
+// this causes the test (x + 2) < 0 with int x == 2147483647 to return false (x being an integer, x + 2 should wrap around to -2147483647 so the test < 0 should return true, which it doesn't)
+inline int _clamp(int a, int b, int c)
+{
+ return (a < b) ? b : ((a > c) ? c : a);
+}
+
+float voxel_sample_trilinear(float *data, int *res, float *co)
+{
+ if (data) {
+
+ const float xf = co[0] * res[0] - 0.5f;
+ const float yf = co[1] * res[1] - 0.5f;
+ const float zf = co[2] * res[2] - 0.5f;
+
+ const int x = FLOORI(xf), y = FLOORI(yf), z = FLOORI(zf);
+
+ const int xc[2] = {_clamp(x, 0, res[0] - 1), _clamp(x + 1, 0, res[0] - 1)};
+ const int yc[2] = {res[0] * _clamp(y, 0, res[1] - 1), res[0] * _clamp(y + 1, 0, res[1] - 1)};
+ const int zc[2] = {res[0] * res[1] * _clamp(z, 0, res[2] - 1), res[0] * res[1] * _clamp(z + 1, 0, res[2] - 1)};
+
+ const float dx = xf - (float)x;
+ const float dy = yf - (float)y;
+ const float dz = zf - (float)z;
+
+ const float u[2] = {1.f - dx, dx};
+ const float v[2] = {1.f - dy, dy};
+ const float w[2] = {1.f - dz, dz};
+
+ return w[0] * ( v[0] * ( u[0] * data[xc[0] + yc[0] + zc[0]] + u[1] * data[xc[1] + yc[0] + zc[0]] )
+ + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[0]] + u[1] * data[xc[1] + yc[1] + zc[0]] ) )
+ + w[1] * ( v[0] * ( u[0] * data[xc[0] + yc[0] + zc[1]] + u[1] * data[xc[1] + yc[0] + zc[1]] )
+ + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[1]] + u[1] * data[xc[1] + yc[1] + zc[1]] ) );
+
+ }
+ return 0.f;
+}
+
+
+float voxel_sample_triquadratic(float *data, int *res, float *co)
+{
+ if (data) {
+
+ const float xf = co[0] * res[0], yf = co[1] * res[1], zf = co[2] * res[2];
+ const int x = FLOORI(xf), y = FLOORI(yf), z = FLOORI(zf);
+
+ const int xc[3] = {_clamp(x - 1, 0, res[0] - 1), _clamp(x, 0, res[0] - 1), _clamp(x + 1, 0, res[0] - 1)};
+ const int yc[3] = {res[0] * _clamp(y - 1, 0, res[1] - 1), res[0] * _clamp(y, 0, res[1] - 1), res[0] * _clamp(y + 1, 0, res[1] - 1)};
+ const int zc[3] = {res[0] * res[1] * _clamp(z - 1, 0, res[2] - 1), res[0] * res[1] * _clamp(z, 0, res[2] - 1), res[0] * res[1] * _clamp(z + 1, 0, res[2] - 1)};
+
+ const float dx = xf - (float)x, dy = yf - (float)y, dz = zf - (float)z;
+ const float u[3] = {dx*(0.5f*dx - 1.f) + 0.5f, dx*(1.f - dx) + 0.5f, 0.5f*dx*dx};
+ const float v[3] = {dy*(0.5f*dy - 1.f) + 0.5f, dy*(1.f - dy) + 0.5f, 0.5f*dy*dy};
+ const float w[3] = {dz*(0.5f*dz - 1.f) + 0.5f, dz*(1.f - dz) + 0.5f, 0.5f*dz*dz};
+
+ return w[0] * ( v[0] * ( u[0] * data[xc[0] + yc[0] + zc[0]] + u[1] * data[xc[1] + yc[0] + zc[0]] + u[2] * data[xc[2] + yc[0] + zc[0]] )
+ + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[0]] + u[1] * data[xc[1] + yc[1] + zc[0]] + u[2] * data[xc[2] + yc[1] + zc[0]] )
+ + v[2] * ( u[0] * data[xc[0] + yc[2] + zc[0]] + u[1] * data[xc[1] + yc[2] + zc[0]] + u[2] * data[xc[2] + yc[2] + zc[0]] ) )
+ + w[1] * ( v[0] * ( u[0] * data[xc[0] + yc[0] + zc[1]] + u[1] * data[xc[1] + yc[0] + zc[1]] + u[2] * data[xc[2] + yc[0] + zc[1]] )
+ + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[1]] + u[1] * data[xc[1] + yc[1] + zc[1]] + u[2] * data[xc[2] + yc[1] + zc[1]] )
+ + v[2] * ( u[0] * data[xc[0] + yc[2] + zc[1]] + u[1] * data[xc[1] + yc[2] + zc[1]] + u[2] * data[xc[2] + yc[2] + zc[1]] ) )
+ + w[2] * ( v[0] * ( u[0] * data[xc[0] + yc[0] + zc[2]] + u[1] * data[xc[1] + yc[0] + zc[2]] + u[2] * data[xc[2] + yc[0] + zc[2]] )
+ + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[2]] + u[1] * data[xc[1] + yc[1] + zc[2]] + u[2] * data[xc[2] + yc[1] + zc[2]] )
+ + v[2] * ( u[0] * data[xc[0] + yc[2] + zc[2]] + u[1] * data[xc[1] + yc[2] + zc[2]] + u[2] * data[xc[2] + yc[2] + zc[2]] ) );
+
+}
+ return 0.f;
+}
+
+float voxel_sample_tricubic(float *data, int *res, float *co, int bspline)
+{
+ if (data) {
+
+ const float xf = co[0] * res[0] - 0.5f, yf = co[1] * res[1] - 0.5f, zf = co[2] * res[2] - 0.5f;
+ const int x = FLOORI(xf), y = FLOORI(yf), z = FLOORI(zf);
+
+ const int xc[4] = {_clamp(x - 1, 0, res[0] - 1), _clamp(x, 0, res[0] - 1), _clamp(x + 1, 0, res[0] - 1), _clamp(x + 2, 0, res[0] - 1)};
+ const int yc[4] = {res[0] * _clamp(y - 1, 0, res[1] - 1), res[0] * _clamp(y, 0, res[1] - 1), res[0] * _clamp(y + 1, 0, res[1] - 1), res[0] * _clamp(y + 2, 0, res[1] - 1)};
+ const int zc[4] = {res[0] * res[1] * _clamp(z - 1, 0, res[2] - 1), res[0] * res[1] * _clamp(z, 0, res[2] - 1), res[0] * res[1] * _clamp(z + 1, 0, res[2] - 1), res[0] * res[1] * _clamp(z + 2, 0, res[2] - 1)};
+
+ const float dx = xf - (float)x, dy = yf - (float)y, dz = zf - (float)z;
+
+ float u[4], v[4], w[4];
+ if (bspline) { // B-Spline
+ u[0] = (((-1.f/6.f)*dx + 0.5f)*dx - 0.5f)*dx + (1.f/6.f);
+ u[1] = (( 0.5f*dx - 1.f )*dx )*dx + (2.f/3.f);
+ u[2] = (( -0.5f*dx + 0.5f)*dx + 0.5f)*dx + (1.f/6.f);
+ u[3] = ( 1.f/6.f)*dx*dx*dx;
+ v[0] = (((-1.f/6.f)*dy + 0.5f)*dy - 0.5f)*dy + (1.f/6.f);
+ v[1] = (( 0.5f*dy - 1.f )*dy )*dy + (2.f/3.f);
+ v[2] = (( -0.5f*dy + 0.5f)*dy + 0.5f)*dy + (1.f/6.f);
+ v[3] = ( 1.f/6.f)*dy*dy*dy;
+ w[0] = (((-1.f/6.f)*dz + 0.5f)*dz - 0.5f)*dz + (1.f/6.f);
+ w[1] = (( 0.5f*dz - 1.f )*dz )*dz + (2.f/3.f);
+ w[2] = (( -0.5f*dz + 0.5f)*dz + 0.5f)*dz + (1.f/6.f);
+ w[3] = ( 1.f/6.f)*dz*dz*dz;
+ }
+ else { // Catmull-Rom
+ u[0] = ((-0.5f*dx + 1.0f)*dx - 0.5f)*dx;
+ u[1] = (( 1.5f*dx - 2.5f)*dx )*dx + 1.0f;
+ u[2] = ((-1.5f*dx + 2.0f)*dx + 0.5f)*dx;
+ u[3] = (( 0.5f*dx - 0.5f)*dx )*dx;
+ v[0] = ((-0.5f*dy + 1.0f)*dy - 0.5f)*dy;
+ v[1] = (( 1.5f*dy - 2.5f)*dy )*dy + 1.0f;
+ v[2] = ((-1.5f*dy + 2.0f)*dy + 0.5f)*dy;
+ v[3] = (( 0.5f*dy - 0.5f)*dy )*dy;
+ w[0] = ((-0.5f*dz + 1.0f)*dz - 0.5f)*dz;
+ w[1] = (( 1.5f*dz - 2.5f)*dz )*dz + 1.0f;
+ w[2] = ((-1.5f*dz + 2.0f)*dz + 0.5f)*dz;
+ w[3] = (( 0.5f*dz - 0.5f)*dz )*dz;
+ }
+
+ return w[0] * ( v[0] * ( u[0] * data[xc[0] + yc[0] + zc[0]] + u[1] * data[xc[1] + yc[0] + zc[0]] + u[2] * data[xc[2] + yc[0] + zc[0]] + u[3] * data[xc[3] + yc[0] + zc[0]] )
+ + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[0]] + u[1] * data[xc[1] + yc[1] + zc[0]] + u[2] * data[xc[2] + yc[1] + zc[0]] + u[3] * data[xc[3] + yc[1] + zc[0]] )
+ + v[2] * ( u[0] * data[xc[0] + yc[2] + zc[0]] + u[1] * data[xc[1] + yc[2] + zc[0]] + u[2] * data[xc[2] + yc[2] + zc[0]] + u[3] * data[xc[3] + yc[2] + zc[0]] )
+ + v[3] * ( u[0] * data[xc[0] + yc[3] + zc[0]] + u[1] * data[xc[1] + yc[3] + zc[0]] + u[2] * data[xc[2] + yc[3] + zc[0]] + u[3] * data[xc[3] + yc[3] + zc[0]] ) )
+ + w[1] * ( v[0] * ( u[0] * data[xc[0] + yc[0] + zc[1]] + u[1] * data[xc[1] + yc[0] + zc[1]] + u[2] * data[xc[2] + yc[0] + zc[1]] + u[3] * data[xc[3] + yc[0] + zc[1]] )
+ + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[1]] + u[1] * data[xc[1] + yc[1] + zc[1]] + u[2] * data[xc[2] + yc[1] + zc[1]] + u[3] * data[xc[3] + yc[1] + zc[1]] )
+ + v[2] * ( u[0] * data[xc[0] + yc[2] + zc[1]] + u[1] * data[xc[1] + yc[2] + zc[1]] + u[2] * data[xc[2] + yc[2] + zc[1]] + u[3] * data[xc[3] + yc[2] + zc[1]] )
+ + v[3] * ( u[0] * data[xc[0] + yc[3] + zc[1]] + u[1] * data[xc[1] + yc[3] + zc[1]] + u[2] * data[xc[2] + yc[3] + zc[1]] + u[3] * data[xc[3] + yc[3] + zc[1]] ) )
+ + w[2] * ( v[0] * ( u[0] * data[xc[0] + yc[0] + zc[2]] + u[1] * data[xc[1] + yc[0] + zc[2]] + u[2] * data[xc[2] + yc[0] + zc[2]] + u[3] * data[xc[3] + yc[0] + zc[2]] )
+ + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[2]] + u[1] * data[xc[1] + yc[1] + zc[2]] + u[2] * data[xc[2] + yc[1] + zc[2]] + u[3] * data[xc[3] + yc[1] + zc[2]] )
+ + v[2] * ( u[0] * data[xc[0] + yc[2] + zc[2]] + u[1] * data[xc[1] + yc[2] + zc[2]] + u[2] * data[xc[2] + yc[2] + zc[2]] + u[3] * data[xc[3] + yc[2] + zc[2]] )
+ + v[3] * ( u[0] * data[xc[0] + yc[3] + zc[2]] + u[1] * data[xc[1] + yc[3] + zc[2]] + u[2] * data[xc[2] + yc[3] + zc[2]] + u[3] * data[xc[3] + yc[3] + zc[2]] ) )
+ + w[3] * ( v[0] * ( u[0] * data[xc[0] + yc[0] + zc[3]] + u[1] * data[xc[1] + yc[0] + zc[3]] + u[2] * data[xc[2] + yc[0] + zc[3]] + u[3] * data[xc[3] + yc[0] + zc[3]] )
+ + v[1] * ( u[0] * data[xc[0] + yc[1] + zc[3]] + u[1] * data[xc[1] + yc[1] + zc[3]] + u[2] * data[xc[2] + yc[1] + zc[3]] + u[3] * data[xc[3] + yc[1] + zc[3]] )
+ + v[2] * ( u[0] * data[xc[0] + yc[2] + zc[3]] + u[1] * data[xc[1] + yc[2] + zc[3]] + u[2] * data[xc[2] + yc[2] + zc[3]] + u[3] * data[xc[3] + yc[2] + zc[3]] )
+ + v[3] * ( u[0] * data[xc[0] + yc[3] + zc[3]] + u[1] * data[xc[1] + yc[3] + zc[3]] + u[2] * data[xc[2] + yc[3] + zc[3]] + u[3] * data[xc[3] + yc[3] + zc[3]] ) );
+
+ }
+ return 0.f;
+}