/* * ***** 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 */ #ifndef __MATH_VECTOR_INLINE_C__ #define __MATH_VECTOR_INLINE_C__ #include "BLI_math.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 copy_v2_fl(float r[2], float f) { r[0] = f; r[1] = f; } MINLINE void copy_v3_fl(float r[3], float f) { r[0] = f; r[1] = f; r[2] = f; } MINLINE void copy_v4_fl(float r[4], float f) { r[0] = f; r[1] = f; r[2] = f; r[3] = f; } MINLINE void copy_v2_flfl(float r[2], float f0, float f1) { r[0] = f0; r[1] = f1; } MINLINE void copy_v3_flflfl(float r[3], float f0, float f1, float f2) { r[0] = f0; r[1] = f1; r[2] = f2; } /* short */ MINLINE void copy_v2_v2_char(char r[2], const char a[2]) { r[0] = a[0]; r[1] = a[1]; } MINLINE void copy_v3_v3_char(char r[3], const char a[3]) { r[0] = a[0]; r[1] = a[1]; r[2] = a[2]; } MINLINE void copy_v4_v4_char(char r[4], const char a[4]) { r[0] = a[0]; r[1] = a[1]; r[2] = a[2]; r[3] = a[3]; } /* short */ MINLINE void zero_v3_int(int r[3]) { r[0] = 0; r[1] = 0; r[2] = 0; } MINLINE void copy_v2_v2_short(short r[2], const short a[2]) { r[0] = a[0]; r[1] = a[1]; } MINLINE void copy_v3_v3_short(short r[3], const short a[3]) { r[0] = a[0]; r[1] = a[1]; r[2] = a[2]; } MINLINE void copy_v4_v4_short(short r[4], const short a[4]) { r[0] = a[0]; r[1] = a[1]; r[2] = a[2]; r[3] = a[3]; } /* int */ MINLINE void copy_v2_v2_int(int r[2], const int a[2]) { r[0] = a[0]; r[1] = a[1]; } MINLINE void copy_v3_v3_int(int r[3], const int a[3]) { r[0] = a[0]; r[1] = a[1]; r[2] = a[2]; } MINLINE void copy_v4_v4_int(int r[4], const int a[4]) { r[0] = a[0]; r[1] = a[1]; r[2] = a[2]; r[3] = a[3]; } /* double -> float */ MINLINE void copy_v2fl_v2db(float r[2], const double a[2]) { r[0] = (float)a[0]; r[1] = (float)a[1]; } MINLINE void copy_v3fl_v3db(float r[3], const double a[3]) { r[0] = (float)a[0]; r[1] = (float)a[1]; r[2] = (float)a[2]; } MINLINE void copy_v4fl_v4db(float r[4], const double a[4]) { r[0] = (float)a[0]; r[1] = (float)a[1]; r[2] = (float)a[2]; r[3] = (float)a[3]; } /* float -> double */ MINLINE void copy_v2db_v2fl(double r[2], const float a[2]) { r[0] = (double)a[0]; r[1] = (double)a[1]; } MINLINE void copy_v3db_v3fl(double r[3], const float a[3]) { r[0] = (double)a[0]; r[1] = (double)a[1]; r[2] = (double)a[2]; } MINLINE void copy_v4db_v4fl(double r[4], const float a[4]) { r[0] = (double)a[0]; r[1] = (double)a[1]; r[2] = (double)a[2]; r[3] = (double)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]); } /* float args -> vec */ MINLINE void copy_v2_fl2(float v[2], float x, float y) { v[0] = x; v[1] = y; } MINLINE void copy_v3_fl3(float v[3], float x, float y, float z) { v[0] = x; v[1] = y; v[2] = z; } MINLINE void copy_v4_fl4(float v[4], float x, float y, float z, float w) { v[0] = x; v[1] = y; v[2] = z; v[3] = w; } /********************************* Arithmetic ********************************/ MINLINE void add_v2_fl(float r[2], float f) { r[0] += f; r[1] += f; } 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[2], const float a[2]) { r[0] += a[0]; r[1] += a[1]; } MINLINE void add_v2_v2v2(float r[2], const float a[2], const float b[2]) { r[0] = a[0] + b[0]; r[1] = a[1] + b[1]; } MINLINE void add_v2_v2v2_int(int r[2], const int a[2], const int b[2]) { r[0] = a[0] + b[0]; r[1] = a[1] + b[1]; } MINLINE void add_v3_v3(float r[3], const float a[3]) { r[0] += a[0]; r[1] += a[1]; r[2] += a[2]; } MINLINE void add_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 add_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 add_v4_v4v4(float r[4], const float a[4], const float b[4]) { 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 sub_v2_v2(float r[2], const float a[2]) { r[0] -= a[0]; r[1] -= a[1]; } MINLINE void sub_v2_v2v2(float r[2], const float a[2], const float b[2]) { r[0] = a[0] - b[0]; r[1] = a[1] - b[1]; } MINLINE void sub_v2_v2v2_int(int r[2], const int a[2], const int b[2]) { r[0] = a[0] - b[0]; r[1] = a[1] - b[1]; } MINLINE void sub_v3_v3(float r[3], const float a[3]) { 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[4], const float a[4], const float b[4]) { 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 r[2], float f) { r[0] *= f; r[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 mul_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; } /** * Avoid doing: * * angle = atan2f(dvec[0], dvec[1]); * angle_to_mat2(mat, angle); * * instead use a vector as a matrix. */ MINLINE void mul_v2_v2_cw(float r[2], const float mat[2], const float vec[2]) { BLI_assert(r != vec); r[0] = mat[0] * vec[0] + (+mat[1]) * vec[1]; r[1] = mat[1] * vec[0] + (-mat[0]) * vec[1]; } MINLINE void mul_v2_v2_ccw(float r[2], const float mat[2], const float vec[2]) { BLI_assert(r != vec); r[0] = mat[0] * vec[0] + (-mat[1]) * vec[1]; r[1] = mat[1] * vec[0] + (+mat[0]) * vec[1]; } /* note: could add a matrix inline */ MINLINE float mul_project_m4_v3_zfac(float mat[4][4], const float co[3]) { return (mat[0][3] * co[0]) + (mat[1][3] * co[1]) + (mat[2][3] * co[2]) + mat[3][3]; } /** * Has the effect of #mul_m3_v3(), on a single axis. */ MINLINE float dot_m3_v3_row_x(float M[3][3], const float a[3]) { return M[0][0] * a[0] + M[1][0] * a[1] + M[2][0] * a[2]; } MINLINE float dot_m3_v3_row_y(float M[3][3], const float a[3]) { return M[0][1] * a[0] + M[1][1] * a[1] + M[2][1] * a[2]; } MINLINE float dot_m3_v3_row_z(float M[3][3], const float a[3]) { return M[0][2] * a[0] + M[1][2] * a[1] + M[2][2] * a[2]; } /** * Has the effect of #mul_mat3_m4_v3(), on a single axis. * (no adding translation) */ MINLINE float dot_m4_v3_row_x(float M[4][4], const float a[3]) { return M[0][0] * a[0] + M[1][0] * a[1] + M[2][0] * a[2]; } MINLINE float dot_m4_v3_row_y(float M[4][4], const float a[3]) { return M[0][1] * a[0] + M[1][1] * a[1] + M[2][1] * a[2]; } MINLINE float dot_m4_v3_row_z(float M[4][4], const float a[3]) { return M[0][2] * a[0] + M[1][2] * a[1] + M[2][2] * a[2]; } 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 madd_v4_v4v4(float r[4], const float a[4], const float b[4]) { 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_v3_v3v3(float r[3], const float v1[3], const float v2[3]) { r[0] = v1[0] * v2[0]; r[1] = v1[1] * v2[1]; r[2] = v1[2] * v2[2]; } MINLINE void negate_v2(float r[2]) { r[0] = -r[0]; r[1] = -r[1]; } MINLINE void negate_v2_v2(float r[2], const float a[2]) { r[0] = -a[0]; r[1] = -a[1]; } 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]; } /* could add more... */ MINLINE void negate_v3_short(short r[3]) { r[0] = (short)-r[0]; r[1] = (short)-r[1]; r[2] = (short)-r[2]; } 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 dot_v4v4(const float a[4], const float b[4]) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; } 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]) { BLI_assert(r != a && r != b); 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]; } /* Newell's Method */ /* excuse this fairly specific function, * its used for polygon normals all over the place * could use a better name */ MINLINE void add_newell_cross_v3_v3v3(float n[3], const float v_prev[3], const float v_curr[3]) { n[0] += (v_prev[1] - v_curr[1]) * (v_prev[2] + v_curr[2]); n[1] += (v_prev[2] - v_curr[2]) * (v_prev[0] + v_curr[0]); n[2] += (v_prev[0] - v_curr[0]) * (v_prev[1] + v_curr[1]); } MINLINE void star_m3_v3(float rmat[3][3], float a[3]) { rmat[0][0] = rmat[1][1] = rmat[2][2] = 0.0; rmat[0][1] = -a[2]; rmat[0][2] = a[1]; rmat[1][0] = a[2]; rmat[1][2] = -a[0]; rmat[2][0] = -a[1]; rmat[2][1] = a[0]; } /*********************************** Length **********************************/ MINLINE float len_squared_v2(const float v[2]) { return v[0] * v[0] + v[1] * v[1]; } MINLINE float len_squared_v3(const float v[3]) { return v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; } MINLINE float len_manhattan_v2(const float v[2]) { return fabsf(v[0]) + fabsf(v[1]); } MINLINE int len_manhattan_v2_int(const int v[2]) { return abs(v[0]) + abs(v[1]); } MINLINE float len_manhattan_v3(const float v[3]) { return fabsf(v[0]) + fabsf(v[1]) + fabsf(v[2]); } MINLINE float len_v2(const float v[2]) { return 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 sqrtf(x * x + y * y); } MINLINE float len_v2v2_int(const int v1[2], const int v2[2]) { float x, y; x = (float)(v1[0] - v2[0]); y = (float)(v1[1] - v2[1]); return 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[2], const float b[2]) { float d[2]; sub_v2_v2v2(d, b, a); return dot_v2v2(d, 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 len_manhattan_v2v2(const float a[2], const float b[2]) { float d[2]; sub_v2_v2v2(d, b, a); return len_manhattan_v2(d); } MINLINE int len_manhattan_v2v2_int(const int a[2], const int b[2]) { int d[2]; sub_v2_v2v2_int(d, b, a); return len_manhattan_v2_int(d); } MINLINE float len_manhattan_v3v3(const float a[3], const float b[3]) { float d[3]; sub_v3_v3v3(d, b, a); return len_manhattan_v3(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 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 extreme 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 double normalize_v3_d(double n[3]) { double d = n[0] * n[0] + n[1] * n[1] + n[2] * n[2]; /* a larger value causes normalize errors in a * scaled down models with camera extreme close */ if (d > 1.0e-35) { double mul; d = sqrt(d); mul = 1.0 / d; n[0] *= mul; n[1] *= mul; n[2] *= mul; } else { n[0] = n[1] = n[2] = 0; d = 0.0; } 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 bool is_zero_v2(const float v[2]) { return (v[0] == 0.0f && v[1] == 0.0f); } MINLINE bool is_zero_v3(const float v[3]) { return (v[0] == 0.0f && v[1] == 0.0f && v[2] == 0.0f); } MINLINE bool is_zero_v4(const float v[4]) { return (v[0] == 0.0f && v[1] == 0.0f && v[2] == 0.0f && v[3] == 0.0f); } MINLINE bool is_finite_v2(const float v[2]) { return (finite(v[0]) && finite(v[1])); } MINLINE bool is_finite_v3(const float v[3]) { return (finite(v[0]) && finite(v[1]) && finite(v[2])); } MINLINE bool is_finite_v4(const float v[4]) { return (finite(v[0]) && finite(v[1]) && finite(v[2]) && finite(v[3])); } MINLINE bool is_one_v3(const float v[3]) { return (v[0] == 1.0f && v[1] == 1.0f && v[2] == 1.0f); } /** \name Vector Comparison * * \note use ``value <= limit``, so a limit of zero doesn't fail on an exact match. * \{ */ MINLINE bool equals_v2v2(const float v1[2], const float v2[2]) { return ((v1[0] == v2[0]) && (v1[1] == v2[1])); } MINLINE bool equals_v3v3(const float v1[3], const float v2[3]) { return ((v1[0] == v2[0]) && (v1[1] == v2[1]) && (v1[2] == v2[2])); } MINLINE bool equals_v4v4(const float v1[4], const float v2[4]) { return ((v1[0] == v2[0]) && (v1[1] == v2[1]) && (v1[2] == v2[2]) && (v1[3] == v2[3])); } MINLINE bool compare_v2v2(const float v1[2], const float v2[2], const float limit) { if (fabsf(v1[0] - v2[0]) <= limit) if (fabsf(v1[1] - v2[1]) <= limit) return true; return false; } MINLINE bool compare_v3v3(const float v1[3], const float v2[3], const float limit) { if (fabsf(v1[0] - v2[0]) <= limit) if (fabsf(v1[1] - v2[1]) <= limit) if (fabsf(v1[2] - v2[2]) <= limit) return true; return false; } MINLINE bool compare_len_v3v3(const float v1[3], const float v2[3], const float limit) { float x, y, z; x = v1[0] - v2[0]; y = v1[1] - v2[1]; z = v1[2] - v2[2]; return ((x * x + y * y + z * z) <= (limit * limit)); } MINLINE bool compare_len_squared_v3v3(const float v1[3], const float v2[3], const float limit_sq) { float x, y, z; x = v1[0] - v2[0]; y = v1[1] - v2[1]; z = v1[2] - v2[2]; return ((x * x + y * y + z * z) <= limit_sq); } MINLINE bool compare_v4v4(const float v1[4], const float v2[4], const float limit) { if (fabsf(v1[0] - v2[0]) <= limit) if (fabsf(v1[1] - v2[1]) <= limit) if (fabsf(v1[2] - v2[2]) <= limit) if (fabsf(v1[3] - v2[3]) <= limit) return true; return false; } MINLINE float line_point_side_v2(const float l1[2], const float l2[2], const float pt[2]) { return (((l1[0] - pt[0]) * (l2[1] - pt[1])) - ((l2[0] - pt[0]) * (l1[1] - pt[1]))); } /** \} */ #endif /* __MATH_VECTOR_INLINE_C__ */