/* * $Id$ * * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: some of this file. * * ***** END GPL LICENSE BLOCK ***** * */ /** \file blender/blenlib/intern/math_base_inline.c * \ingroup bli */ #include #include #include #include #include "BLI_math.h" #ifndef BLI_MATH_BASE_INLINE_H #define BLI_MATH_BASE_INLINE_H /* A few small defines. Keep'em local! */ #define SMALL_NUMBER 1.e-8 MINLINE float sqrt3f(float f) { if(f==0.0) return 0; if(f<0) return (float)(-exp(log(-f)/3)); else return (float)(exp(log(f)/3)); } MINLINE double sqrt3d(double d) { if(d==0.0) return 0; if(d<0) return -exp(log(-d)/3); else return exp(log(d)/3); } MINLINE float saacos(float fac) { if(fac<= -1.0f) return (float)M_PI; else if(fac>=1.0f) return 0.0; else return (float)acos(fac); } MINLINE float saasin(float fac) { if(fac<= -1.0f) return (float)-M_PI/2.0f; else if(fac>=1.0f) return (float)M_PI/2.0f; else return (float)asin(fac); } MINLINE float sasqrt(float fac) { if(fac<=0.0) return 0.0; return (float)sqrt(fac); } MINLINE float saacosf(float fac) { if(fac<= -1.0f) return (float)M_PI; else if(fac>=1.0f) return 0.0f; else return (float)acosf(fac); } MINLINE float saasinf(float fac) { if(fac<= -1.0f) return (float)-M_PI/2.0f; else if(fac>=1.0f) return (float)M_PI/2.0f; else return (float)asinf(fac); } MINLINE float sasqrtf(float fac) { if(fac<=0.0) return 0.0; return (float)sqrtf(fac); } MINLINE float interpf(float target, float origin, float fac) { return (fac*target) + (1.0f-fac)*origin; } /* useful to calculate an even width shell, by taking the angle between 2 planes. * The return value is a scale on the offset. * no angle between planes is 1.0, as the angle between the 2 planes approches 180d * the distance gets very high, 180d would be inf, but this case isn't valid */ MINLINE float shell_angle_to_dist(const float angle) { return (angle < SMALL_NUMBER) ? 1.0f : fabsf(1.0f / cosf(angle)); } /* used for zoom values*/ MINLINE float power_of_2(float val) { return (float)pow(2.0, ceil(log((double)val) / log(2.0))); } MINLINE float minf(float a, float b) { return (a < b)? a: b; } MINLINE float maxf(float a, float b) { return (a > b)? a: b; } MINLINE float signf(float f) { return (f < 0.f)? -1.f: 1.f; } #endif /* BLI_MATH_BASE_INLINE_H */