When using clangd or running clang-tidy on headers there are currently many errors. These are noisy in IDEs, make auto fixes impossible, and break features like code completion, refactoring and navigation. This makes source/blender headers work by themselves, which is generally the goal anyway. But #includes and forward declarations were often incomplete. * Add #includes and forward declarations * Add IWYU pragma: export in a few places * Remove some unused #includes (but there are many more) * Tweak ShaderCreateInfo macros to work better with clangd Some types of headers still have errors, these could be fixed or worked around with more investigation. Mostly preprocessor template headers like NOD_static_types.h. Note that that disabling WITH_UNITY_BUILD is required for clangd to work properly, otherwise compile_commands.json does not contain the information for the relevant source files. For more details see the developer docs: https://developer.blender.org/docs/handbook/tooling/clangd/ Pull Request: https://projects.blender.org/blender/blender/pulls/132608
1075 lines
21 KiB
C
1075 lines
21 KiB
C
/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bli
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*/
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#ifndef __MATH_VECTOR_INLINE_C__
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#define __MATH_VECTOR_INLINE_C__
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#include "BLI_math_base.h"
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#include "BLI_utildefines.h"
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/********************************** Init *************************************/
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MINLINE void zero_v2(float r[2])
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{
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r[0] = 0.0f;
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r[1] = 0.0f;
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}
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MINLINE void zero_v3(float r[3])
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{
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r[0] = 0.0f;
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r[1] = 0.0f;
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r[2] = 0.0f;
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}
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MINLINE void zero_v4(float r[4])
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{
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r[0] = 0.0f;
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r[1] = 0.0f;
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r[2] = 0.0f;
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r[3] = 0.0f;
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}
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MINLINE void copy_v2_v2(float r[2], const float a[2])
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{
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r[0] = a[0];
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r[1] = a[1];
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}
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MINLINE void copy_v3_v3(float r[3], const float a[3])
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{
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r[0] = a[0];
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r[1] = a[1];
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r[2] = a[2];
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}
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MINLINE void copy_v4_v4(float r[4], const float a[4])
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{
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r[0] = a[0];
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r[1] = a[1];
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r[2] = a[2];
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r[3] = a[3];
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}
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MINLINE void copy_v2_fl(float r[2], float f)
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{
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r[0] = f;
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r[1] = f;
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}
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MINLINE void copy_v3_fl(float r[3], float f)
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{
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r[0] = f;
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r[1] = f;
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r[2] = f;
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}
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MINLINE void copy_v4_fl(float r[4], float f)
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{
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r[0] = f;
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r[1] = f;
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r[2] = f;
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r[3] = f;
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}
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/* unsigned char */
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MINLINE void copy_v3_v3_uchar(unsigned char r[3], const unsigned char a[3])
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{
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r[0] = a[0];
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r[1] = a[1];
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r[2] = a[2];
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}
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MINLINE void copy_v4_v4_uchar(unsigned char r[4], const unsigned char a[4])
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{
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r[0] = a[0];
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r[1] = a[1];
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r[2] = a[2];
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r[3] = a[3];
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}
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/* short */
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MINLINE void copy_v2_v2_short(short r[2], const short a[2])
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{
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r[0] = a[0];
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r[1] = a[1];
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}
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MINLINE void copy_v3_v3_short(short r[3], const short a[3])
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{
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r[0] = a[0];
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r[1] = a[1];
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r[2] = a[2];
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}
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/* int */
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MINLINE void zero_v2_int(int r[2])
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{
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r[0] = 0;
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r[1] = 0;
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}
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MINLINE void zero_v3_int(int r[3])
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{
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r[0] = 0;
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r[1] = 0;
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r[2] = 0;
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}
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MINLINE void copy_v2_v2_int(int r[2], const int a[2])
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{
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r[0] = a[0];
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r[1] = a[1];
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}
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MINLINE void copy_v3_v3_int(int r[3], const int a[3])
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{
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r[0] = a[0];
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r[1] = a[1];
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r[2] = a[2];
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}
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MINLINE void copy_v4_v4_int(int r[4], const int a[4])
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{
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r[0] = a[0];
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r[1] = a[1];
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r[2] = a[2];
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r[3] = a[3];
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}
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/* double */
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MINLINE void copy_v2_v2_db(double r[2], const double a[2])
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{
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r[0] = a[0];
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r[1] = a[1];
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}
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MINLINE void copy_v3_v3_db(double r[3], const double a[3])
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{
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r[0] = a[0];
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r[1] = a[1];
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r[2] = a[2];
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}
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MINLINE void copy_v4_v4_db(double r[4], const double a[4])
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{
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r[0] = a[0];
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r[1] = a[1];
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r[2] = a[2];
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r[3] = a[3];
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}
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MINLINE void copy_v2fl_v2i(float r[2], const int a[2])
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{
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r[0] = (float)a[0];
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r[1] = (float)a[1];
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}
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/* double -> float */
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MINLINE void copy_v3fl_v3db(float r[3], const double a[3])
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{
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r[0] = (float)a[0];
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r[1] = (float)a[1];
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r[2] = (float)a[2];
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}
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MINLINE void copy_v4fl_v4db(float r[4], const double a[4])
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{
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r[0] = (float)a[0];
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r[1] = (float)a[1];
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r[2] = (float)a[2];
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r[3] = (float)a[3];
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}
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/* float -> double */
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MINLINE void copy_v2db_v2fl(double r[2], const float a[2])
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{
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r[0] = (double)a[0];
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r[1] = (double)a[1];
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}
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MINLINE void copy_v3db_v3fl(double r[3], const float a[3])
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{
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r[0] = (double)a[0];
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r[1] = (double)a[1];
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r[2] = (double)a[2];
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}
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MINLINE void swap_v2_v2(float a[2], float b[2])
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{
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SWAP(float, a[0], b[0]);
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SWAP(float, a[1], b[1]);
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}
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MINLINE void swap_v3_v3(float a[3], float b[3])
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{
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SWAP(float, a[0], b[0]);
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SWAP(float, a[1], b[1]);
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SWAP(float, a[2], b[2]);
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}
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MINLINE void swap_v4_v4(float a[4], float b[4])
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{
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SWAP(float, a[0], b[0]);
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SWAP(float, a[1], b[1]);
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SWAP(float, a[2], b[2]);
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SWAP(float, a[3], b[3]);
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}
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/* float args -> vec */
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MINLINE void copy_v2_fl2(float v[2], float x, float y)
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{
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v[0] = x;
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v[1] = y;
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}
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MINLINE void copy_v3_fl3(float v[3], float x, float y, float z)
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{
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v[0] = x;
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v[1] = y;
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v[2] = z;
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}
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MINLINE void copy_v4_fl4(float v[4], float x, float y, float z, float w)
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{
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v[0] = x;
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v[1] = y;
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v[2] = z;
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v[3] = w;
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}
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/********************************* Arithmetic ********************************/
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MINLINE void add_v2_fl(float r[2], float f)
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{
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r[0] += f;
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r[1] += f;
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}
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MINLINE void add_v3_fl(float r[3], float f)
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{
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r[0] += f;
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r[1] += f;
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r[2] += f;
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}
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MINLINE void add_v2_v2(float r[2], const float a[2])
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{
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r[0] += a[0];
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r[1] += a[1];
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}
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MINLINE void add_v2_v2v2(float r[2], const float a[2], const float b[2])
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{
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r[0] = a[0] + b[0];
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r[1] = a[1] + b[1];
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}
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MINLINE void add_v3_v3(float r[3], const float a[3])
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{
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r[0] += a[0];
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r[1] += a[1];
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r[2] += a[2];
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}
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MINLINE void add_v3_v3_db(double r[3], const double a[3])
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{
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r[0] += a[0];
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r[1] += a[1];
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r[2] += a[2];
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}
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MINLINE void add_v3_v3v3(float r[3], const float a[3], const float b[3])
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{
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r[0] = a[0] + b[0];
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r[1] = a[1] + b[1];
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r[2] = a[2] + b[2];
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}
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MINLINE void add_v3fl_v3fl_v3i(float r[3], const float a[3], const int b[3])
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{
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r[0] = a[0] + (float)b[0];
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r[1] = a[1] + (float)b[1];
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r[2] = a[2] + (float)b[2];
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}
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MINLINE void add_v4_v4(float r[4], const float a[4])
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{
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r[0] += a[0];
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r[1] += a[1];
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r[2] += a[2];
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r[3] += a[3];
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}
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MINLINE void add_v3_uchar_clamped(uchar r[3], int i)
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{
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r[0] = (uchar)clamp_i(r[0] + i, 0, 255);
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r[1] = (uchar)clamp_i(r[1] + i, 0, 255);
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r[2] = (uchar)clamp_i(r[2] + i, 0, 255);
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}
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MINLINE void sub_v2_v2(float r[2], const float a[2])
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{
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r[0] -= a[0];
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r[1] -= a[1];
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}
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MINLINE void sub_v2_v2v2(float r[2], const float a[2], const float b[2])
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{
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r[0] = a[0] - b[0];
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r[1] = a[1] - b[1];
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}
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MINLINE void sub_v2_v2v2_db(double r[2], const double a[2], const double b[2])
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{
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r[0] = a[0] - b[0];
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r[1] = a[1] - b[1];
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}
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MINLINE void sub_v2_v2v2_int(int r[2], const int a[2], const int b[2])
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{
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r[0] = a[0] - b[0];
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r[1] = a[1] - b[1];
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}
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MINLINE void sub_v3_v3(float r[3], const float a[3])
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{
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r[0] -= a[0];
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r[1] -= a[1];
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r[2] -= a[2];
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}
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MINLINE void sub_v3_v3v3(float r[3], const float a[3], const float b[3])
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{
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r[0] = a[0] - b[0];
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r[1] = a[1] - b[1];
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r[2] = a[2] - b[2];
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}
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MINLINE void sub_v3_v3v3_int(int r[3], const int a[3], const int b[3])
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{
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r[0] = a[0] - b[0];
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r[1] = a[1] - b[1];
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r[2] = a[2] - b[2];
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}
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MINLINE void sub_v3_v3v3_db(double r[3], const double a[3], const double b[3])
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{
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r[0] = a[0] - b[0];
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r[1] = a[1] - b[1];
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r[2] = a[2] - b[2];
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}
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MINLINE void sub_v2db_v2fl_v2fl(double r[2], const float a[2], const float b[2])
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{
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r[0] = (double)a[0] - (double)b[0];
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r[1] = (double)a[1] - (double)b[1];
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}
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MINLINE void sub_v3db_v3fl_v3fl(double r[3], const float a[3], const float b[3])
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{
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r[0] = (double)a[0] - (double)b[0];
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r[1] = (double)a[1] - (double)b[1];
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r[2] = (double)a[2] - (double)b[2];
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}
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MINLINE void sub_v4_v4v4(float r[4], const float a[4], const float b[4])
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{
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r[0] = a[0] - b[0];
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r[1] = a[1] - b[1];
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r[2] = a[2] - b[2];
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r[3] = a[3] - b[3];
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}
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MINLINE void mul_v2_fl(float r[2], float f)
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{
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r[0] *= f;
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r[1] *= f;
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}
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MINLINE void mul_v2_v2fl(float r[2], const float a[2], float f)
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{
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r[0] = a[0] * f;
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r[1] = a[1] * f;
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}
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MINLINE void mul_v3_fl(float r[3], float f)
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{
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r[0] *= f;
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r[1] *= f;
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r[2] *= f;
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}
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MINLINE void mul_v3db_db(double r[3], double f)
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{
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r[0] *= f;
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r[1] *= f;
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r[2] *= f;
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}
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MINLINE void mul_v3_v3fl(float r[3], const float a[3], float f)
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{
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r[0] = a[0] * f;
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r[1] = a[1] * f;
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r[2] = a[2] * f;
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}
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MINLINE void mul_v2_v2(float r[2], const float a[2])
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{
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r[0] *= a[0];
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r[1] *= a[1];
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}
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MINLINE void mul_v3_v3(float r[3], const float a[3])
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{
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r[0] *= a[0];
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r[1] *= a[1];
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r[2] *= a[2];
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}
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MINLINE void mul_v4_fl(float r[4], float f)
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{
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r[0] *= f;
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r[1] *= f;
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r[2] *= f;
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r[3] *= f;
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}
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MINLINE void mul_v4_v4fl(float r[4], const float a[4], float f)
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{
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r[0] = a[0] * f;
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r[1] = a[1] * f;
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r[2] = a[2] * f;
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r[3] = a[3] * f;
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}
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MINLINE float mul_project_m4_v3_zfac(const float mat[4][4], const float co[3])
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{
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return (mat[0][3] * co[0]) + (mat[1][3] * co[1]) + (mat[2][3] * co[2]) + mat[3][3];
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}
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MINLINE float dot_m3_v3_row_x(const float M[3][3], const float a[3])
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{
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return M[0][0] * a[0] + M[1][0] * a[1] + M[2][0] * a[2];
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}
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MINLINE float dot_m3_v3_row_y(const float M[3][3], const float a[3])
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{
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return M[0][1] * a[0] + M[1][1] * a[1] + M[2][1] * a[2];
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}
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MINLINE float dot_m3_v3_row_z(const float M[3][3], const float a[3])
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{
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return M[0][2] * a[0] + M[1][2] * a[1] + M[2][2] * a[2];
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}
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MINLINE float dot_m4_v3_row_x(const float M[4][4], const float a[3])
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{
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return M[0][0] * a[0] + M[1][0] * a[1] + M[2][0] * a[2];
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}
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MINLINE float dot_m4_v3_row_y(const float M[4][4], const float a[3])
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{
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return M[0][1] * a[0] + M[1][1] * a[1] + M[2][1] * a[2];
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}
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MINLINE float dot_m4_v3_row_z(const float M[4][4], const float a[3])
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{
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return M[0][2] * a[0] + M[1][2] * a[1] + M[2][2] * a[2];
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}
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MINLINE void madd_v2_v2fl(float r[2], const float a[2], float f)
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{
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r[0] += a[0] * f;
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r[1] += a[1] * f;
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}
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|
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_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_v3fl_v3fl_v3fl_v3i(float r[3],
|
|
const float a[3],
|
|
const float b[3],
|
|
const int c[3])
|
|
{
|
|
r[0] = a[0] + b[0] * (float)c[0];
|
|
r[1] = a[1] + b[1] * (float)c[1];
|
|
r[2] = a[2] + b[2] * (float)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 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 mul_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 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];
|
|
}
|
|
|
|
MINLINE void negate_v3_db(double r[3])
|
|
{
|
|
r[0] = -r[0];
|
|
r[1] = -r[1];
|
|
r[2] = -r[2];
|
|
}
|
|
|
|
MINLINE void invert_v2(float r[2])
|
|
{
|
|
BLI_assert(!ELEM(0.0f, r[0], r[1]));
|
|
r[0] = 1.0f / r[0];
|
|
r[1] = 1.0f / r[1];
|
|
}
|
|
|
|
MINLINE void invert_v3(float r[3])
|
|
{
|
|
BLI_assert(!ELEM(0.0f, r[0], r[1], r[2]));
|
|
r[0] = 1.0f / r[0];
|
|
r[1] = 1.0f / r[1];
|
|
r[2] = 1.0f / r[2];
|
|
}
|
|
|
|
MINLINE void invert_v3_safe(float r[3])
|
|
{
|
|
if (r[0] != 0.0f) {
|
|
r[0] = 1.0f / r[0];
|
|
}
|
|
if (r[1] != 0.0f) {
|
|
r[1] = 1.0f / r[1];
|
|
}
|
|
if (r[2] != 0.0f) {
|
|
r[2] = 1.0f / r[2];
|
|
}
|
|
}
|
|
|
|
MINLINE float dot_v2v2(const float a[2], const float b[2])
|
|
{
|
|
return a[0] * b[0] + a[1] * b[1];
|
|
}
|
|
|
|
MINLINE double dot_v2v2_db(const double a[2], const double 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 bool is_zero_v3(const float v[3]);
|
|
|
|
MINLINE float dot_v3v3v3(const float p[3], const float a[3], const float b[3])
|
|
{
|
|
float vec1[3], vec2[3];
|
|
|
|
sub_v3_v3v3(vec1, a, p);
|
|
sub_v3_v3v3(vec2, b, p);
|
|
if (is_zero_v3(vec1) || is_zero_v3(vec2)) {
|
|
return 0.0f;
|
|
}
|
|
return dot_v3v3(vec1, vec2);
|
|
}
|
|
|
|
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 double dot_v3db_v3fl(const double a[3], const float b[3])
|
|
{
|
|
return a[0] * (double)b[0] + a[1] * (double)b[1] + a[2] * (double)b[2];
|
|
}
|
|
|
|
MINLINE double dot_v3v3_db(const double a[3], const double 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 double cross_v2v2_db(const double a[2], const double 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];
|
|
}
|
|
|
|
MINLINE void cross_v3_v3v3_db(double r[3], const double a[3], const double 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];
|
|
}
|
|
|
|
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]);
|
|
}
|
|
|
|
/*********************************** 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 double len_v2_db(const double v[2])
|
|
{
|
|
return sqrt(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 double len_v2v2_db(const double v1[2], const double v2[2])
|
|
{
|
|
double x, y;
|
|
|
|
x = v1[0] - v2[0];
|
|
y = v1[1] - v2[1];
|
|
return sqrt(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_squared_v4v4(const float a[4], const float b[4])
|
|
{
|
|
float d[4];
|
|
|
|
sub_v4_v4v4(d, b, a);
|
|
return dot_v4v4(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_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_v4(const float a[4])
|
|
{
|
|
return sqrtf(dot_v4v4(a, a));
|
|
}
|
|
|
|
MINLINE float len_v4v4(const float a[4], const float b[4])
|
|
{
|
|
float d[4];
|
|
|
|
sub_v4_v4v4(d, b, a);
|
|
return len_v4(d);
|
|
}
|
|
|
|
MINLINE float normalize_v2_v2_length(float r[2], const float a[2], const float unit_length)
|
|
{
|
|
float d = dot_v2v2(a, a);
|
|
|
|
if (d > 1.0e-35f) {
|
|
d = sqrtf(d);
|
|
mul_v2_v2fl(r, a, unit_length / d);
|
|
}
|
|
else {
|
|
/* Either the vector is small or one of it's values contained `nan`. */
|
|
zero_v2(r);
|
|
d = 0.0f;
|
|
}
|
|
|
|
return d;
|
|
}
|
|
MINLINE float normalize_v2_v2(float r[2], const float a[2])
|
|
{
|
|
return normalize_v2_v2_length(r, a, 1.0f);
|
|
}
|
|
|
|
MINLINE float normalize_v2(float n[2])
|
|
{
|
|
return normalize_v2_v2(n, n);
|
|
}
|
|
|
|
MINLINE float normalize_v2_length(float n[2], const float unit_length)
|
|
{
|
|
return normalize_v2_v2_length(n, n, unit_length);
|
|
}
|
|
|
|
MINLINE float normalize_v3_v3_length(float r[3], const float a[3], const float unit_length)
|
|
{
|
|
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, unit_length / d);
|
|
}
|
|
else {
|
|
/* Either the vector is small or one of it's values contained `nan`. */
|
|
zero_v3(r);
|
|
d = 0.0f;
|
|
}
|
|
|
|
return d;
|
|
}
|
|
MINLINE float normalize_v3_v3(float r[3], const float a[3])
|
|
{
|
|
return normalize_v3_v3_length(r, a, 1.0f);
|
|
}
|
|
|
|
MINLINE double normalize_v3_length_db(double n[3], const double unit_length)
|
|
{
|
|
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 = unit_length / d;
|
|
|
|
n[0] *= mul;
|
|
n[1] *= mul;
|
|
n[2] *= mul;
|
|
}
|
|
else {
|
|
n[0] = n[1] = n[2] = 0;
|
|
d = 0.0;
|
|
}
|
|
|
|
return d;
|
|
}
|
|
MINLINE double normalize_v3_db(double n[3])
|
|
{
|
|
return normalize_v3_length_db(n, 1.0);
|
|
}
|
|
|
|
MINLINE float normalize_v3_length(float n[3], const float unit_length)
|
|
{
|
|
return normalize_v3_v3_length(n, n, unit_length);
|
|
}
|
|
|
|
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 (isfinite(v[0]) && isfinite(v[1]));
|
|
}
|
|
|
|
MINLINE bool is_finite_v3(const float v[3])
|
|
{
|
|
return (isfinite(v[0]) && isfinite(v[1]) && isfinite(v[2]));
|
|
}
|
|
|
|
MINLINE bool is_finite_v4(const float v[4])
|
|
{
|
|
return (isfinite(v[0]) && isfinite(v[1]) && isfinite(v[2]) && isfinite(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])
|
|
{
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return ((v1[0] == v2[0]) && (v1[1] == v2[1]) && (v1[2] == v2[2]));
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}
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|
|
|
MINLINE bool equals_v4v4(const float v1[4], const float v2[4])
|
|
{
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|
return ((v1[0] == v2[0]) && (v1[1] == v2[1]) && (v1[2] == v2[2]) && (v1[3] == v2[3]));
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|
}
|
|
|
|
MINLINE bool equals_v4v4_int(const int v1[4], const int v2[4])
|
|
{
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|
return ((v1[0] == v2[0]) && (v1[1] == v2[1]) && (v1[2] == v2[2]) && (v1[3] == v2[3]));
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|
}
|
|
|
|
MINLINE bool compare_v2v2(const float v1[2], const float v2[2], const float limit)
|
|
{
|
|
return (compare_ff(v1[0], v2[0], limit) && compare_ff(v1[1], v2[1], limit));
|
|
}
|
|
|
|
MINLINE bool compare_v3v3(const float v1[3], const float v2[3], const float limit)
|
|
{
|
|
return (compare_ff(v1[0], v2[0], limit) && compare_ff(v1[1], v2[1], limit) &&
|
|
compare_ff(v1[2], v2[2], limit));
|
|
}
|
|
|
|
MINLINE bool compare_v4v4(const float v1[4], const float v2[4], const float limit)
|
|
{
|
|
return (compare_ff(v1[0], v2[0], limit) && compare_ff(v1[1], v2[1], limit) &&
|
|
compare_ff(v1[2], v2[2], limit) && compare_ff(v1[3], v2[3], limit));
|
|
}
|
|
|
|
MINLINE bool compare_len_v3v3(const float v1[3], const float v2[3], const float limit)
|
|
{
|
|
float d[3];
|
|
sub_v3_v3v3(d, v1, v2);
|
|
return (dot_v3v3(d, d) <= (limit * limit));
|
|
}
|
|
|
|
MINLINE bool compare_size_v3v3(const float v1[3], const float v2[3], const float limit)
|
|
{
|
|
for (int i = 0; i < 3; i++) {
|
|
if (v2[i] == 0.0f) {
|
|
/* Catch division by zero. */
|
|
if (v1[i] != v2[i]) {
|
|
return false;
|
|
}
|
|
}
|
|
else {
|
|
if (fabsf(v1[i] / v2[i] - 1.0f) > limit) {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Vector Clamping
|
|
* \{ */
|
|
|
|
MINLINE void clamp_v2(float vec[2], const float min, const float max)
|
|
{
|
|
CLAMP(vec[0], min, max);
|
|
CLAMP(vec[1], min, max);
|
|
}
|
|
|
|
MINLINE void clamp_v3(float vec[3], const float min, const float max)
|
|
{
|
|
CLAMP(vec[0], min, max);
|
|
CLAMP(vec[1], min, max);
|
|
CLAMP(vec[2], min, max);
|
|
}
|
|
|
|
MINLINE void clamp_v4(float vec[4], const float min, const float max)
|
|
{
|
|
CLAMP(vec[0], min, max);
|
|
CLAMP(vec[1], min, max);
|
|
CLAMP(vec[2], min, max);
|
|
CLAMP(vec[3], min, max);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
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__ */
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