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test2/source/blender/blenlib/intern/quadric.c
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

151 lines
3.7 KiB
C

/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bli
*
* \note This isn't fully complete,
* possible there are other useful functions to add here.
*
* \note follow BLI_math naming convention here.
*
* \note this uses doubles for internal calculations,
* even though input/output are floats in some cases.
*
* This is done because the cases quadrics are useful
* often need high precision, see #44780.
*/
#include "BLI_math.h"
#include "BLI_strict_flags.h"
#include "BLI_quadric.h" /* own include */
#define QUADRIC_FLT_TOT (sizeof(Quadric) / sizeof(double))
void BLI_quadric_from_plane(Quadric *q, const double v[4])
{
q->a2 = v[0] * v[0];
q->b2 = v[1] * v[1];
q->c2 = v[2] * v[2];
q->ab = v[0] * v[1];
q->ac = v[0] * v[2];
q->bc = v[1] * v[2];
q->ad = v[0] * v[3];
q->bd = v[1] * v[3];
q->cd = v[2] * v[3];
q->d2 = v[3] * v[3];
}
#if 0 /* UNUSED */
static void quadric_to_tensor_m3(const Quadric *q, double m[3][3])
{
m[0][0] = q->a2;
m[0][1] = q->ab;
m[0][2] = q->ac;
m[1][0] = q->ab;
m[1][1] = q->b2;
m[1][2] = q->bc;
m[2][0] = q->ac;
m[2][1] = q->bc;
m[2][2] = q->c2;
}
#endif
/**
* Inline inverse matrix creation.
* Equivalent of:
*
* \code{.c}
* quadric_to_tensor_m3(q, m);
* invert_m3_db(m, eps);
* \endcode
*/
static bool quadric_to_tensor_m3_inverse(const Quadric *q, double m[3][3], double epsilon)
{
const double det = (q->a2 * (q->b2 * q->c2 - q->bc * q->bc) -
q->ab * (q->ab * q->c2 - q->ac * q->bc) +
q->ac * (q->ab * q->bc - q->ac * q->b2));
if (fabs(det) > epsilon) {
const double invdet = 1.0 / det;
m[0][0] = (q->b2 * q->c2 - q->bc * q->bc) * invdet;
m[1][0] = (q->bc * q->ac - q->ab * q->c2) * invdet;
m[2][0] = (q->ab * q->bc - q->b2 * q->ac) * invdet;
m[0][1] = (q->ac * q->bc - q->ab * q->c2) * invdet;
m[1][1] = (q->a2 * q->c2 - q->ac * q->ac) * invdet;
m[2][1] = (q->ab * q->ac - q->a2 * q->bc) * invdet;
m[0][2] = (q->ab * q->bc - q->ac * q->b2) * invdet;
m[1][2] = (q->ac * q->ab - q->a2 * q->bc) * invdet;
m[2][2] = (q->a2 * q->b2 - q->ab * q->ab) * invdet;
return true;
}
return false;
}
void BLI_quadric_to_vector_v3(const Quadric *q, double v[3])
{
v[0] = q->ad;
v[1] = q->bd;
v[2] = q->cd;
}
void BLI_quadric_clear(Quadric *q)
{
memset(q, 0, sizeof(*q));
}
void BLI_quadric_add_qu_qu(Quadric *a, const Quadric *b)
{
add_vn_vn_d((double *)a, (double *)b, QUADRIC_FLT_TOT);
}
void BLI_quadric_add_qu_ququ(Quadric *r, const Quadric *a, const Quadric *b)
{
add_vn_vnvn_d((double *)r, (const double *)a, (const double *)b, QUADRIC_FLT_TOT);
}
void BLI_quadric_mul(Quadric *a, const double scalar)
{
mul_vn_db((double *)a, QUADRIC_FLT_TOT, scalar);
}
double BLI_quadric_evaluate(const Quadric *q, const double v[3])
{
const double v00 = v[0] * v[0], v01 = v[0] * v[1], v02 = v[0] * v[2];
const double v11 = v[1] * v[1], v12 = v[1] * v[2];
const double v22 = v[2] * v[2];
return ((q->a2 * v00) + (q->ab * 2 * v01) + (q->ac * 2 * v02) + (q->ad * 2 * v[0]) + /* a */
(q->b2 * v11) + (q->bc * 2 * v12) + (q->bd * 2 * v[1]) + /* b */
(q->c2 * v22) + (q->cd * 2 * v[2]) + /* c */
(q->d2) /* d */
);
}
bool BLI_quadric_optimize(const Quadric *q, double v[3], const double epsilon)
{
double m[3][3];
if (quadric_to_tensor_m3_inverse(q, m, epsilon)) {
BLI_quadric_to_vector_v3(q, v);
mul_m3_v3_db(m, v);
negate_v3_db(v);
return true;
}
return false;
}