/* * $Id$ * * ***** 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_vector_inline.c * \ingroup bli */ #include "BLI_math.h" #ifndef BLI_MATH_VECTOR_INLINE_H #define BLI_MATH_VECTOR_INLINE_H /********************************** Init *************************************/ MINLINE void zero_v2(float r[2]) { r[0]= 0.0f; r[1]= 0.0f; } MINLINE void zero_v3(float r[3]) { r[0]= 0.0f; r[1]= 0.0f; r[2]= 0.0f; } MINLINE void zero_v4(float r[4]) { r[0]= 0.0f; r[1]= 0.0f; r[2]= 0.0f; r[3]= 0.0f; } MINLINE void copy_v2_v2(float r[2], const float a[2]) { r[0]= a[0]; r[1]= a[1]; } MINLINE void copy_v3_v3(float r[3], const float a[3]) { r[0]= a[0]; r[1]= a[1]; r[2]= a[2]; } MINLINE void copy_v4_v4(float r[4], const float a[4]) { r[0]= a[0]; r[1]= a[1]; r[2]= a[2]; r[3]= a[3]; } MINLINE void swap_v2_v2(float a[2], float b[2]) { SWAP(float, a[0], b[0]); SWAP(float, a[1], b[1]); } MINLINE void swap_v3_v3(float a[3], float b[3]) { SWAP(float, a[0], b[0]); SWAP(float, a[1], b[1]); SWAP(float, a[2], b[2]); } MINLINE void swap_v4_v4(float a[4], float b[4]) { SWAP(float, a[0], b[0]); SWAP(float, a[1], b[1]); SWAP(float, a[2], b[2]); SWAP(float, a[3], b[3]); } /********************************* Arithmetic ********************************/ MINLINE void add_v3_fl(float r[3], float f) { r[0] += f; r[1] += f; r[2] += f; } MINLINE void add_v4_fl(float r[4], float f) { r[0] += f; r[1] += f; r[2] += f; r[3] += f; } MINLINE void add_v2_v2(float *r, const float *a) { r[0] += a[0]; r[1] += a[1]; } MINLINE void add_v2_v2v2(float *r, const float *a, const float *b) { r[0]= a[0] + b[0]; r[1]= a[1] + b[1]; } MINLINE void add_v3_v3(float *r, const float *a) { r[0] += a[0]; r[1] += a[1]; r[2] += a[2]; } MINLINE void add_v3_v3v3(float *r, const float *a, const float *b) { r[0]= a[0] + b[0]; r[1]= a[1] + b[1]; r[2]= a[2] + b[2]; } MINLINE void sub_v2_v2(float *r, const float *a) { r[0] -= a[0]; r[1] -= a[1]; } MINLINE void sub_v2_v2v2(float *r, const float *a, const float *b) { r[0]= a[0] - b[0]; r[1]= a[1] - b[1]; } MINLINE void sub_v3_v3(float *r, const float *a) { r[0] -= a[0]; r[1] -= a[1]; r[2] -= a[2]; } MINLINE void sub_v3_v3v3(float r[3], const float a[3], const float b[3]) { r[0]= a[0] - b[0]; r[1]= a[1] - b[1]; r[2]= a[2] - b[2]; } MINLINE void sub_v4_v4(float r[4], const float a[4]) { r[0] -= a[0]; r[1] -= a[1]; r[2] -= a[2]; r[3] -= a[3]; } MINLINE void sub_v4_v4v4(float r[3], const float a[3], const float b[3]) { r[0]= a[0] - b[0]; r[1]= a[1] - b[1]; r[2]= a[2] - b[2]; r[3]= a[3] - b[3]; } MINLINE void mul_v2_fl(float *v1, float f) { v1[0]*= f; v1[1]*= f; } MINLINE void mul_v2_v2fl(float r[2], const float a[2], float f) { r[0]= a[0]*f; r[1]= a[1]*f; } MINLINE void mul_v3_fl(float r[3], float f) { r[0] *= f; r[1] *= f; r[2] *= f; } MINLINE void mul_v3_v3fl(float r[3], const float a[3], float f) { r[0]= a[0]*f; r[1]= a[1]*f; r[2]= a[2]*f; } MINLINE void mul_v2_v2(float r[2], const float a[2]) { r[0] *= a[0]; r[1] *= a[1]; } MINLINE void mul_v3_v3(float r[3], const float a[3]) { r[0] *= a[0]; r[1] *= a[1]; r[2] *= a[2]; } MINLINE void mul_v4_fl(float r[4], float f) { r[0]*= f; r[1]*= f; r[2]*= f; r[3]*= f; } MINLINE void madd_v2_v2fl(float r[2], const float a[2], float f) { r[0] += a[0]*f; r[1] += a[1]*f; } MINLINE void madd_v3_v3fl(float r[3], const float a[3], float f) { r[0] += a[0]*f; r[1] += a[1]*f; r[2] += a[2]*f; } MINLINE void madd_v3_v3v3(float r[3], const float a[3], const float b[3]) { r[0] += a[0]*b[0]; r[1] += a[1]*b[1]; r[2] += a[2]*b[2]; } MINLINE void madd_v2_v2v2fl(float r[2], const float a[2], const float b[2], float f) { r[0] = a[0] + b[0]*f; r[1] = a[1] + b[1]*f; } MINLINE void madd_v3_v3v3fl(float r[3], const float a[3], const float b[3], float f) { r[0] = a[0] + b[0]*f; r[1] = a[1] + b[1]*f; r[2] = a[2] + b[2]*f; } MINLINE void madd_v3_v3v3v3(float r[3], const float a[3], const float b[3], const float c[3]) { r[0] = a[0] + b[0]*c[0]; r[1] = a[1] + b[1]*c[1]; r[2] = a[2] + b[2]*c[2]; } MINLINE void madd_v4_v4fl(float r[4], const float a[4], float f) { r[0] += a[0]*f; r[1] += a[1]*f; r[2] += a[2]*f; r[3] += a[3]*f; } MINLINE void mul_v3_v3v3(float *v, const float *v1, const float *v2) { v[0] = v1[0] * v2[0]; v[1] = v1[1] * v2[1]; v[2] = v1[2] * v2[2]; } MINLINE void negate_v3(float r[3]) { r[0]= -r[0]; r[1]= -r[1]; r[2]= -r[2]; } MINLINE void negate_v3_v3(float r[3], const float a[3]) { r[0]= -a[0]; r[1]= -a[1]; r[2]= -a[2]; } MINLINE void negate_v4(float r[4]) { r[0]= -r[0]; r[1]= -r[1]; r[2]= -r[2]; r[3]= -r[3]; } MINLINE void negate_v4_v4(float r[4], const float a[4]) { r[0]= -a[0]; r[1]= -a[1]; r[2]= -a[2]; r[3]= -a[3]; } MINLINE float dot_v2v2(const float a[2], const float b[2]) { return a[0]*b[0] + a[1]*b[1]; } MINLINE float dot_v3v3(const float a[3], const float b[3]) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; } MINLINE float cross_v2v2(const float a[2], const float b[2]) { return a[0]*b[1] - a[1]*b[0]; } MINLINE void cross_v3_v3v3(float r[3], const float a[3], const float b[3]) { r[0]= a[1]*b[2] - a[2]*b[1]; r[1]= a[2]*b[0] - a[0]*b[2]; r[2]= a[0]*b[1] - a[1]*b[0]; } MINLINE void star_m3_v3(float mat[][3], float *vec) { mat[0][0]= mat[1][1]= mat[2][2]= 0.0; mat[0][1]= -vec[2]; mat[0][2]= vec[1]; mat[1][0]= vec[2]; mat[1][2]= -vec[0]; mat[2][0]= -vec[1]; mat[2][1]= vec[0]; } /*********************************** Length **********************************/ MINLINE float len_v2(const float v[2]) { return (float)sqrtf(v[0]*v[0] + v[1]*v[1]); } MINLINE float len_v2v2(const float v1[2], const float v2[2]) { float x, y; x = v1[0]-v2[0]; y = v1[1]-v2[1]; return (float)sqrtf(x*x+y*y); } MINLINE float len_v3(const float a[3]) { return sqrtf(dot_v3v3(a, a)); } MINLINE float len_squared_v2v2(const float a[3], const float b[3]) { float d[2]; sub_v2_v2v2(d, b, a); return dot_v2v2(d, d); } MINLINE float len_v3v3(const float a[3], const float b[3]) { float d[3]; sub_v3_v3v3(d, b, a); return len_v3(d); } MINLINE float len_squared_v3v3(const float a[3], const float b[3]) { float d[3]; sub_v3_v3v3(d, b, a); return dot_v3v3(d, d); } MINLINE float normalize_v2_v2(float r[2], const float a[2]) { float d= dot_v2v2(a, a); if(d > 1.0e-35f) { d= sqrtf(d); mul_v2_v2fl(r, a, 1.0f/d); } else { zero_v2(r); d= 0.0f; } return d; } MINLINE float normalize_v2(float n[2]) { return normalize_v2_v2(n, n); } MINLINE float normalize_v3_v3(float r[3], const float a[3]) { float d= dot_v3v3(a, a); /* a larger value causes normalize errors in a scaled down models with camera xtreme close */ if(d > 1.0e-35f) { d= sqrtf(d); mul_v3_v3fl(r, a, 1.0f/d); } else { zero_v3(r); d= 0.0f; } return d; } MINLINE float normalize_v3(float n[3]) { return normalize_v3_v3(n, n); } MINLINE void normal_short_to_float_v3(float out[3], const short in[3]) { out[0] = in[0]*(1.0f/32767.0f); out[1] = in[1]*(1.0f/32767.0f); out[2] = in[2]*(1.0f/32767.0f); } MINLINE void normal_float_to_short_v3(short out[3], const float in[3]) { out[0] = (short)(in[0]*32767.0f); out[1] = (short)(in[1]*32767.0f); out[2] = (short)(in[2]*32767.0f); } /********************************* Comparison ********************************/ MINLINE int is_zero_v3(const float v[3]) { return (v[0] == 0 && v[1] == 0 && v[2] == 0); } MINLINE int is_zero_v4(const float v[4]) { return (v[0] == 0 && v[1] == 0 && v[2] == 0 && v[3] == 0); } MINLINE int is_one_v3(const float *v) { return (v[0] == 1 && v[1] == 1 && v[2] == 1); } MINLINE int equals_v2v2(const float *v1, const float *v2) { return ((v1[0]==v2[0]) && (v1[1]==v2[1])); } MINLINE int equals_v3v3(const float *v1, const float *v2) { return ((v1[0]==v2[0]) && (v1[1]==v2[1]) && (v1[2]==v2[2])); } MINLINE int equals_v4v4(const float *v1, const float *v2) { return ((v1[0]==v2[0]) && (v1[1]==v2[1]) && (v1[2]==v2[2]) && (v1[3]==v2[3])); } MINLINE int compare_v3v3(const float *v1, const float *v2, const float limit) { if(fabsf(v1[0]-v2[0])