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/**
* $Id$
*
* ***** 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 *****
* */
#include "BLI_math.h"
//******************************* Interpolation *******************************/
void interp_v2_v2v2(float target[2], const float a[2], const float b[2], const float t)
{
float s = 1.0f-t;
target[0]= s*a[0] + t*b[0];
target[1]= s*a[1] + t*b[1];
}
/* weight 3 2D vectors,
* 'w' must be unit length but is not a vector, just 3 weights */
void interp_v2_v2v2v2(float p[2], const float v1[2], const float v2[2], const float v3[2], const float w[3])
{
p[0] = v1[0]*w[0] + v2[0]*w[1] + v3[0]*w[2];
p[1] = v1[1]*w[0] + v2[1]*w[1] + v3[1]*w[2];
}
void interp_v3_v3v3(float target[3], const float a[3], const float b[3], const float t)
{
float s = 1.0f-t;
target[0]= s*a[0] + t*b[0];
target[1]= s*a[1] + t*b[1];
target[2]= s*a[2] + t*b[2];
}
void interp_v4_v4v4(float target[4], const float a[4], const float b[4], const float t)
{
float s = 1.0f-t;
target[0]= s*a[0] + t*b[0];
target[1]= s*a[1] + t*b[1];
target[2]= s*a[2] + t*b[2];
target[3]= s*a[3] + t*b[3];
}
/* weight 3 vectors,
* 'w' must be unit length but is not a vector, just 3 weights */
void interp_v3_v3v3v3(float p[3], const float v1[3], const float v2[3], const float v3[3], const float w[3])
{
p[0] = v1[0]*w[0] + v2[0]*w[1] + v3[0]*w[2];
p[1] = v1[1]*w[0] + v2[1]*w[1] + v3[1]*w[2];
p[2] = v1[2]*w[0] + v2[2]*w[1] + v3[2]*w[2];
}
/* weight 3 vectors,
* 'w' must be unit length but is not a vector, just 4 weights */
void interp_v3_v3v3v3v3(float p[3], const float v1[3], const float v2[3], const float v3[3], const float v4[3], const float w[4])
{
p[0] = v1[0]*w[0] + v2[0]*w[1] + v3[0]*w[2] + v4[0]*w[3];
p[1] = v1[1]*w[0] + v2[1]*w[1] + v3[1]*w[2] + v4[1]*w[3];
p[2] = v1[2]*w[0] + v2[2]*w[1] + v3[2]*w[2] + v4[2]*w[3];
}
void interp_v4_v4v4v4(float p[4], const float v1[4], const float v2[4], const float v3[4], const float w[3])
{
p[0] = v1[0]*w[0] + v2[0]*w[1] + v3[0]*w[2];
p[1] = v1[1]*w[0] + v2[1]*w[1] + v3[1]*w[2];
p[2] = v1[2]*w[0] + v2[2]*w[1] + v3[2]*w[2];
p[3] = v1[3]*w[0] + v2[3]*w[1] + v3[3]*w[2];
}
void mid_v3_v3v3(float v[3], const float v1[3], const float v2[3])
{
v[0]= 0.5f*(v1[0] + v2[0]);
v[1]= 0.5f*(v1[1] + v2[1]);
v[2]= 0.5f*(v1[2] + v2[2]);
}
/********************************** Angles ***********************************/
/* Return the angle in radians between vecs 1-2 and 2-3 in radians
If v1 is a shoulder, v2 is the elbow and v3 is the hand,
this would return the angle at the elbow */
float angle_v3v3v3(const float v1[3], const float v2[3], const float v3[3])
{
float vec1[3], vec2[3];
sub_v3_v3v3(vec1, v2, v1);
sub_v3_v3v3(vec2, v2, v3);
normalize_v3(vec1);
normalize_v3(vec2);
return angle_normalized_v3v3(vec1, vec2);
}
/* Return the shortest angle in radians between the 2 vectors */
float angle_v3v3(const float v1[3], const float v2[3])
{
float vec1[3], vec2[3];
normalize_v3_v3(vec1, v1);
normalize_v3_v3(vec2, v2);
return angle_normalized_v3v3(vec1, vec2);
}
float angle_v2v2v2(const float v1[2], const float v2[2], const float v3[2])
{
float vec1[2], vec2[2];
vec1[0] = v2[0]-v1[0];
vec1[1] = v2[1]-v1[1];
vec2[0] = v2[0]-v3[0];
vec2[1] = v2[1]-v3[1];
normalize_v2(vec1);
normalize_v2(vec2);
return angle_normalized_v2v2(vec1, vec2);
}
/* Return the shortest angle in radians between the 2 vectors */
float angle_v2v2(const float v1[2], const float v2[2])
{
float vec1[2], vec2[2];
vec1[0] = v1[0];
vec1[1] = v1[1];
vec2[0] = v2[0];
vec2[1] = v2[1];
normalize_v2(vec1);
normalize_v2(vec2);
return angle_normalized_v2v2(vec1, vec2);
}
float angle_normalized_v3v3(const float v1[3], const float v2[3])
{
/* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
if (dot_v3v3(v1, v2) < 0.0f) {
float vec[3];
vec[0]= -v2[0];
vec[1]= -v2[1];
vec[2]= -v2[2];
return (float)M_PI - 2.0f*(float)saasin(len_v3v3(vec, v1)/2.0f);
}
else
return 2.0f*(float)saasin(len_v3v3(v2, v1)/2.0f);
}
float angle_normalized_v2v2(const float v1[2], const float v2[2])
{
/* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
if (dot_v2v2(v1, v2) < 0.0f) {
float vec[2];
vec[0]= -v2[0];
vec[1]= -v2[1];
return (float)M_PI - 2.0f*saasin(len_v2v2(vec, v1)/2.0f);
}
else
return 2.0f*(float)saasin(len_v2v2(v2, v1)/2.0f);
}
void angle_tri_v3(float angles[3], const float v1[3], const float v2[3], const float v3[3])
{
float ed1[3], ed2[3], ed3[3];
sub_v3_v3v3(ed1, v3, v1);
sub_v3_v3v3(ed2, v1, v2);
sub_v3_v3v3(ed3, v2, v3);
normalize_v3(ed1);
normalize_v3(ed2);
normalize_v3(ed3);
angles[0]= M_PI - angle_normalized_v3v3(ed1, ed2);
angles[1]= M_PI - angle_normalized_v3v3(ed2, ed3);
// face_angles[2] = M_PI - angle_normalized_v3v3(ed3, ed1);
angles[2]= M_PI - (angles[0] + angles[1]);
}
void angle_quad_v3(float angles[4], const float v1[3], const float v2[3], const float v3[3], const float v4[3])
{
float ed1[3], ed2[3], ed3[3], ed4[3];
sub_v3_v3v3(ed1, v4, v1);
sub_v3_v3v3(ed2, v1, v2);
sub_v3_v3v3(ed3, v2, v3);
sub_v3_v3v3(ed4, v3, v4);
normalize_v3(ed1);
normalize_v3(ed2);
normalize_v3(ed3);
normalize_v3(ed4);
angles[0]= M_PI - angle_normalized_v3v3(ed1, ed2);
angles[1]= M_PI - angle_normalized_v3v3(ed2, ed3);
angles[2]= M_PI - angle_normalized_v3v3(ed3, ed4);
angles[3]= M_PI - angle_normalized_v3v3(ed4, ed1);
}
/********************************* Geometry **********************************/
/* Project v1 on v2 */
void project_v3_v3v3(float c[3], const float v1[3], const float v2[3])
{
float mul;
mul = dot_v3v3(v1, v2) / dot_v3v3(v2, v2);
c[0] = mul * v2[0];
c[1] = mul * v2[1];
c[2] = mul * v2[2];
}
/* Returns a vector bisecting the angle at v2 formed by v1, v2 and v3 */
void bisect_v3_v3v3v3(float out[3], const float v1[3], const float v2[3], const float v3[3])
{
float d_12[3], d_23[3];
sub_v3_v3v3(d_12, v2, v1);
sub_v3_v3v3(d_23, v3, v2);
normalize_v3(d_12);
normalize_v3(d_23);
add_v3_v3v3(out, d_12, d_23);
normalize_v3(out);
}
/* Returns a reflection vector from a vector and a normal vector
reflect = vec - ((2 * DotVecs(vec, mirror)) * mirror)
*/
void reflect_v3_v3v3(float out[3], const float v1[3], const float v2[3])
{
float vec[3], normal[3];
float reflect[3] = {0.0f, 0.0f, 0.0f};
float dot2;
copy_v3_v3(vec, v1);
copy_v3_v3(normal, v2);
dot2 = 2 * dot_v3v3(vec, normal);
reflect[0] = vec[0] - (dot2 * normal[0]);
reflect[1] = vec[1] - (dot2 * normal[1]);
reflect[2] = vec[2] - (dot2 * normal[2]);
copy_v3_v3(out, reflect);
}
void ortho_basis_v3v3_v3(float v1[3], float v2[3], const float v[3])
{
const float f = (float)sqrt(v[0]*v[0] + v[1]*v[1]);
if (f < 1e-35f) {
// degenerate case
v1[0] = (v[2] < 0.0f) ? -1.0f : 1.0f;
v1[1] = v1[2] = v2[0] = v2[2] = 0.0f;
v2[1] = 1.0f;
}
else {
const float d= 1.0f/f;
v1[0] = v[1]*d;
v1[1] = -v[0]*d;
v1[2] = 0.0f;
v2[0] = -v[2]*v1[1];
v2[1] = v[2]*v1[0];
v2[2] = v[0]*v1[1] - v[1]*v1[0];
}
}
/* Rotate a point p by angle theta around an arbitrary axis r
http://local.wasp.uwa.edu.au/~pbourke/geometry/
*/
void rotate_normalized_v3_v3v3fl(float r[3], const float p[3], const float axis[3], const float angle)
{
const float costheta= cos(angle);
const float sintheta= sin(angle);
r[0]= ((costheta + (1 - costheta) * axis[0] * axis[0]) * p[0]) +
(((1 - costheta) * axis[0] * axis[1] - axis[2] * sintheta) * p[1]) +
(((1 - costheta) * axis[0] * axis[2] + axis[1] * sintheta) * p[2]);
r[1]= (((1 - costheta) * axis[0] * axis[1] + axis[2] * sintheta) * p[0]) +
((costheta + (1 - costheta) * axis[1] * axis[1]) * p[1]) +
(((1 - costheta) * axis[1] * axis[2] - axis[0] * sintheta) * p[2]);
r[2]= (((1 - costheta) * axis[0] * axis[2] - axis[1] * sintheta) * p[0]) +
(((1 - costheta) * axis[1] * axis[2] + axis[0] * sintheta) * p[1]) +
((costheta + (1 - costheta) * axis[2] * axis[2]) * p[2]);
}
void rotate_v3_v3v3fl(float r[3], const float p[3], const float axis[3], const float angle)
{
float axis_n[3];
normalize_v3_v3(axis_n, axis);
rotate_normalized_v3_v3v3fl(r, p, axis_n, angle);
}
/*********************************** Other ***********************************/
void print_v2(const char *str, const float v[2])
{
printf("%s: %.3f %.3f\n", str, v[0], v[1]);
}
void print_v3(const char *str, const float v[3])
{
printf("%s: %.3f %.3f %.3f\n", str, v[0], v[1], v[2]);
}
void print_v4(const char *str, const float v[4])
{
printf("%s: %.3f %.3f %.3f %.3f\n", str, v[0], v[1], v[2], v[3]);
}
void minmax_v3v3_v3(float min[3], float max[3], const float vec[3])
{
if(min[0]>vec[0]) min[0]= vec[0];
if(min[1]>vec[1]) min[1]= vec[1];
if(min[2]>vec[2]) min[2]= vec[2];
if(max[0]<vec[0]) max[0]= vec[0];
if(max[1]<vec[1]) max[1]= vec[1];
if(max[2]<vec[2]) max[2]= vec[2];
}
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