tornavis/source/blender/blenlib/BLI_arithb.h

572 lines
19 KiB
C

#undef TEST_ACTIVE
//#define ACTIVE 1
/**
* blenlib/BLI_arithb.h mar 2001 Nzc
*
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
* */
#ifndef BLI_ARITHB_H
#define BLI_ARITHB_H
#ifdef __cplusplus
extern "C" {
#endif
#ifdef WIN32
#define _USE_MATH_DEFINES
#endif
#include <math.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#ifndef M_PI_2
#define M_PI_2 1.57079632679489661923
#endif
#ifndef M_SQRT2
#define M_SQRT2 1.41421356237309504880
#endif
#ifndef M_SQRT1_2
#define M_SQRT1_2 0.70710678118654752440
#endif
#ifndef M_1_PI
#define M_1_PI 0.318309886183790671538
#endif
#ifndef M_E
#define M_E 2.7182818284590452354
#endif
#ifndef M_LOG2E
#define M_LOG2E 1.4426950408889634074
#endif
#ifndef M_LOG10E
#define M_LOG10E 0.43429448190325182765
#endif
#ifndef M_LN2
#define M_LN2 0.69314718055994530942
#endif
#ifndef M_LN10
#define M_LN10 2.30258509299404568402
#endif
#ifndef sqrtf
#define sqrtf(a) ((float)sqrt(a))
#endif
#ifndef powf
#define powf(a, b) ((float)pow(a, b))
#endif
#ifndef cosf
#define cosf(a) ((float)cos(a))
#endif
#ifndef sinf
#define sinf(a) ((float)sin(a))
#endif
#ifndef acosf
#define acosf(a) ((float)acos(a))
#endif
#ifndef asinf
#define asinf(a) ((float)asin(a))
#endif
#ifndef atan2f
#define atan2f(a, b) ((float)atan2(a, b))
#endif
#ifndef tanf
#define tanf(a) ((float)tan(a))
#endif
#ifndef atanf
#define atanf(a) ((float)atan(a))
#endif
#ifndef floorf
#define floorf(a) ((float)floor(a))
#endif
#ifndef ceilf
#define ceilf(a) ((float)ceil(a))
#endif
#ifndef fabsf
#define fabsf(a) ((float)fabs(a))
#endif
#ifndef logf
#define logf(a) ((float)log(a))
#endif
#ifndef expf
#define expf(a) ((float)exp(a))
#endif
#ifndef fmodf
#define fmodf(a, b) ((float)fmod(a, b))
#endif
#ifdef WIN32
#ifndef FREE_WINDOWS
#define isnan(n) _isnan(n)
#define finite _finite
#endif
#endif
#define MAT4_UNITY {{ 1.0, 0.0, 0.0, 0.0},\
{ 0.0, 1.0, 0.0, 0.0},\
{ 0.0, 0.0, 1.0, 0.0},\
{ 0.0, 0.0, 0.0, 1.0}}
#define MAT3_UNITY {{ 1.0, 0.0, 0.0},\
{ 0.0, 1.0, 0.0},\
{ 0.0, 0.0, 1.0}}
void CalcCent3f(float *cent, float *v1, float *v2, float *v3);
void CalcCent4f(float *cent, float *v1, float *v2, float *v3, float *v4);
void Crossf(float *c, float *a, float *b);
void Projf(float *c, float *v1, float *v2);
float Inpf(float *v1, float *v2);
float Inp2f(float *v1, float *v2);
float Normalize(float *n);
float Normalize2(float *n);
float Sqrt3f(float f);
double Sqrt3d(double d);
float saacos(float fac);
float saasin(float fac);
float sasqrt(float fac);
float saacosf(float fac);
float saasinf(float fac);
float sasqrtf(float fac);
int FloatCompare(float *v1, float *v2, float limit);
int FloatCompare4(float *v1, float *v2, float limit);
float FloatLerpf(float target, float origin, float fac);
float CalcNormFloat(float *v1, float *v2, float *v3, float *n);
float CalcNormFloat4(float *v1, float *v2, float *v3, float *v4, float *n);
void CalcNormLong(int *v1, int *v2, int *v3, float *n);
/* CalcNormShort: is ook uitprodukt - (translates as 'is also out/cross product') */
void CalcNormShort(short *v1, short *v2, short *v3, float *n);
float power_of_2(float val);
/**
* @section Euler conversion routines (With Custom Order)
*/
/* Defines for rotation orders
* WARNING: must match the eRotationModes in DNA_action_types.h
* order matters - types are saved to file!
*/
typedef enum eEulerRotationOrders {
EULER_ORDER_DEFAULT = 1, /* Blender 'default' (classic) is basically XYZ */
EULER_ORDER_XYZ = 1, /* Blender 'default' (classic) - must be as 1 to sync with PoseChannel rotmode */
EULER_ORDER_XZY,
EULER_ORDER_YXZ,
EULER_ORDER_YZX,
EULER_ORDER_ZXY,
EULER_ORDER_ZYX,
/* NOTE: there are about 6 more entries when including duplicated entries too */
} eEulerRotationOrders;
void EulOToQuat(float eul[3], short order, float quat[4]);
void QuatToEulO(float quat[4], float eul[3], short order);
void EulOToMat3(float eul[3], short order, float Mat[3][3]);
void EulOToMat4(float eul[3], short order, float Mat[4][4]);
void Mat3ToEulO(float Mat[3][3], float eul[3], short order);
void Mat4ToEulO(float Mat[4][4], float eul[3], short order);
void Mat3ToCompatibleEulO(float mat[3][3], float eul[3], float oldrot[3], short order);
void eulerO_rot(float beul[3], float ang, char axis, short order);
/**
* @section Euler conversion routines (Blender XYZ)
*/
void EulToMat3(float *eul, float mat[][3]);
void EulToMat4(float *eul, float mat[][4]);
void Mat3ToEul(float tmat[][3], float *eul);
void Mat4ToEul(float tmat[][4],float *eul);
void EulToQuat(float *eul, float *quat);
void Mat3ToCompatibleEul(float mat[][3], float *eul, float *oldrot);
void EulToGimbalAxis(float gmat[][3], float *eul, short order);
void compatible_eul(float *eul, float *oldrot);
void euler_rot(float *beul, float ang, char axis);
/**
* @section Quaternion arithmetic routines
*/
int QuatIsNul(float *q);
void QuatToEul(float *quat, float *eul);
void QuatOne(float *);
void QuatMul(float *, float *, float *);
void QuatMulVecf(float *q, float *v);
void QuatMulf(float *q, float f);
void QuatMulFac(float *q, float fac);
void NormalQuat(float *);
void VecRotToQuat(float *vec, float phi, float *quat);
void QuatSub(float *q, float *q1, float *q2);
void QuatConj(float *q);
void QuatInv(float *q);
float QuatDot(float *q1, float *q2);
void QuatCopy(float *q1, float *q2);
void printquat(char *str, float q[4]);
void QuatInterpol(float *result, float *quat1, float *quat2, float t);
void QuatAdd(float *result, float *quat1, float *quat2, float t);
void QuatToMat3(float *q, float m[][3]);
void QuatToMat4(float *q, float m[][4]);
/**
* @section matrix multiplication and copying routines
*/
void Mat3MulFloat(float *m, float f);
void Mat4MulFloat(float *m, float f);
void Mat4MulFloat3(float *m, float f);
void Mat3Transp(float mat[][3]);
void Mat4Transp(float mat[][4]);
int Mat4Invert(float inverse[][4], float mat[][4]);
void Mat4InvertSimp(float inverse[][4], float mat[][4]);
void Mat4Inv(float *m1, float *m2);
void Mat4InvGG(float out[][4], float in[][4]);
void Mat3Inv(float m1[][3], float m2[][3]);
void Mat3CpyMat4(float m1[][3],float m2[][4]);
void Mat4CpyMat3(float m1[][4], float m2[][3]);
void Mat3BlendMat3(float out[][3], float dst[][3], float src[][3], float srcweight);
void Mat4BlendMat4(float out[][4], float dst[][4], float src[][4], float srcweight);
float Det2x2(float a,float b,float c, float d);
float Det3x3(
float a1, float a2, float a3,
float b1, float b2, float b3,
float c1, float c2, float c3
);
float Det4x4(float m[][4]);
void Mat3Adj(float m1[][3], float m[][3]);
void Mat4Adj(float out[][4], float in[][4]);
void Mat4MulMat4(float m1[][4], float m2[][4], float m3[][4]);
void subMat4MulMat4(float *m1, float *m2, float *m3);
#ifndef TEST_ACTIVE
void Mat3MulMat3(float m1[][3], float m3[][3], float m2[][3]);
#else
void Mat3MulMat3(float *m1, float *m3, float *m2);
#endif
void Mat4MulMat34(float (*m1)[4], float (*m3)[3], float (*m2)[4]);
void Mat4CpyMat4(float m1[][4], float m2[][4]);
void Mat4SwapMat4(float m1[][4], float m2[][4]);
void Mat3CpyMat3(float m1[][3], float m2[][3]);
void Mat3MulSerie(float answ[][3],
float m1[][3], float m2[][3], float m3[][3],
float m4[][3], float m5[][3], float m6[][3],
float m7[][3], float m8[][3]
);
void Mat4MulSerie(float answ[][4], float m1[][4],
float m2[][4], float m3[][4], float m4[][4],
float m5[][4], float m6[][4], float m7[][4],
float m8[][4]
);
void Mat4Clr(float *m);
void Mat3Clr(float *m);
void Mat3One(float m[][3]);
void Mat4One(float m[][4]);
void Mat3Scale(float m[][3], float scale);
void Mat4Scale(float m[][4], float scale);
/* NOTE: These only normalise the matrix, they don't make it orthogonal */
void Mat3Ortho(float mat[][3]);
void Mat4Ortho(float mat[][4]);
int IsMat3Orthogonal(float mat[][3]);
void Mat3Orthogonal(float mat[][3], int axis); /* axis is the one to keep in place (assumes it is non-null) */
int IsMat4Orthogonal(float mat[][4]);
void Mat4Orthogonal(float mat[][4], int axis); /* axis is the one to keep in place (assumes it is non-null) */
void VecMat4MulVecfl(float *in, float mat[][4], float *vec);
void Mat4MulMat43(float (*m1)[4], float (*m3)[4], float (*m2)[3]);
void Mat3IsMat3MulMat4(float m1[][3], float m2[][3], float m3[][4]);
void Mat4MulVec(float mat[][4],int *vec);
void Mat4MulVecfl(float mat[][4], float *vec);
void Mat4Mul3Vecfl(float mat[][4], float *vec);
void Mat4MulVec3Project(float mat[][4],float *vec);
void Mat4MulVec4fl(float mat[][4], float *vec);
void Mat3MulVec(float mat[][3],int *vec);
void Mat3MulVecfl(float mat[][3], float *vec);
void Mat3MulVecd(float mat[][3], double *vec);
void Mat3TransMulVecfl(float mat[][3], float *vec);
void Mat3AddMat3(float m1[][3], float m2[][3], float m3[][3]);
void Mat4AddMat4(float m1[][4], float m2[][4], float m3[][4]);
void VecUpMat3old(float *vec, float mat[][3], short axis);
void VecUpMat3(float *vec, float mat[][3], short axis);
void VecCopyf(float *v1, float *v2);
int VecLen(int *v1, int *v2);
float VecLenf(float v1[3], float v2[3]);
float VecLength(float *v);
void VecMulf(float *v1, float f);
void VecNegf(float *v1);
int VecLenCompare(float *v1, float *v2, float limit);
int VecCompare(float *v1, float *v2, float limit);
int VecEqual(float *v1, float *v2);
int VecIsNull(float *v);
void printvecf(char *str,float v[3]);
void printvec4f(char *str, float v[4]);
void VecAddf(float *v, float *v1, float *v2);
void VecSubf(float *v, float *v1, float *v2);
void VecMulVecf(float *v, float *v1, float *v2);
void VecLerpf(float *target, const float *a, const float *b, const float t);
void VecLerp3f(float p[3], const float v1[3], const float v2[3], const float v3[3], const float w[3]);
void VecMidf(float *v, float *v1, float *v2);
void VecOrthoBasisf(float *v, float *v1, float *v2);
float Vec2Lenf(float *v1, float *v2);
float Vec2Length(float *v);
void Vec2Mulf(float *v1, float f);
void Vec2Addf(float *v, float *v1, float *v2);
void Vec2Subf(float *v, float *v1, float *v2);
void Vec2Copyf(float *v1, float *v2);
void Vec2Lerpf(float *target, const float *a, const float *b, const float t);
void Vec2Lerp3f(float p[2], const float v1[2], const float v2[2], const float v3[2], const float w[3]);
void AxisAngleToQuat(float q[4], float axis[3], float angle);
void QuatToAxisAngle(float q[4], float axis[3], float *angle);
void AxisAngleToEulO(float axis[3], float angle, float eul[3], short order);
void EulOToAxisAngle(float eul[3], short order, float axis[3], float *angle);
void AxisAngleToMat3(float axis[3], float angle, float mat[3][3]);
void AxisAngleToMat4(float axis[3], float angle, float mat[4][4]);
void Mat3ToAxisAngle(float mat[3][3], float axis[3], float *angle);
void Mat4ToAxisAngle(float mat[4][4], float axis[3], float *angle);
void Mat3ToVecRot(float mat[3][3], float axis[3], float *angle);
void Mat4ToVecRot(float mat[4][4], float axis[3], float *angle);
void VecRotToMat3(float *vec, float phi, float mat[][3]);
void VecRotToMat4(float *vec, float phi, float mat[][4]);
void RotationBetweenVectorsToQuat(float *q, float v1[3], float v2[3]);
void vectoquat(float *vec, short axis, short upflag, float *q);
void Mat3ToQuat_is_ok(float wmat[][3], float *q);
void VecReflect(float *out, float *v1, float *v2);
void VecBisect3(float *v, float *v1, float *v2, float *v3);
float VecAngle2(float *v1, float *v2);
float VecAngle3(float *v1, float *v2, float *v3);
float NormalizedVecAngle2(float *v1, float *v2);
float Vec2Angle3(float *v1, float *v2, float *v3);
float NormalizedVecAngle2_2D(float *v1, float *v2);
void NormalShortToFloat(float *out, short *in);
void NormalFloatToShort(short *out, float *in);
float DistVL2Dfl(float *v1, float *v2, float *v3);
float PdistVL2Dfl(float *v1, float *v2, float *v3);
float PdistVL3Dfl(float *v1, float *v2, float *v3);
void PclosestVL3Dfl(float *closest, float v1[3], float v2[3], float v3[3]);
float AreaF2Dfl(float *v1, float *v2, float *v3);
float AreaQ3Dfl(float *v1, float *v2, float *v3, float *v4);
float AreaT3Dfl(float *v1, float *v2, float *v3);
float AreaPoly3Dfl(int nr, float *verts, float *normal);
/* intersect Line-Line
return:
-1: colliniar
0: no intersection of segments
1: exact intersection of segments
2: cross-intersection of segments
*/
extern short IsectLL2Df(float *v1, float *v2, float *v3, float *v4);
extern short IsectLL2Ds(short *v1, short *v2, short *v3, short *v4);
/*point in tri, 0 no intersection, 1 intersect */
int IsectPT2Df(float pt[2], float v1[2], float v2[2], float v3[2]);
/* point in quad, 0 no intersection, 1 intersect */
int IsectPQ2Df(float pt[2], float v1[2], float v2[2], float v3[2], float v4[2]);
/* interpolation weights of point in a triangle or quad, v4 may be NULL */
void InterpWeightsQ3Dfl(float *v1, float *v2, float *v3, float *v4, float *co, float *w);
/* interpolation weights of point in a polygon with >= 3 vertices */
void MeanValueWeights(float v[][3], int n, float *co, float *w);
void i_lookat(
float vx, float vy,
float vz, float px,
float py, float pz,
float twist, float mat[][4]
);
void i_window(
float left, float right,
float bottom, float top,
float nearClip, float farClip,
float mat[][4]
);
#define BLI_CS_SMPTE 0
#define BLI_CS_REC709 1
#define BLI_CS_CIE 2
#define RAD2DEG(_rad) ((_rad)*(180.0/M_PI))
#define DEG2RAD(_deg) ((_deg)*(M_PI/180.0))
void hsv_to_rgb(float h, float s, float v, float *r, float *g, float *b);
void hex_to_rgb(char *hexcol, float *r, float *g, float *b);
void rgb_to_yuv(float r, float g, float b, float *ly, float *lu, float *lv);
void yuv_to_rgb(float y, float u, float v, float *lr, float *lg, float *lb);
void ycc_to_rgb(float y, float cb, float cr, float *lr, float *lg, float *lb);
void rgb_to_ycc(float r, float g, float b, float *ly, float *lcb, float *lcr);
void rgb_to_hsv(float r, float g, float b, float *lh, float *ls, float *lv);
void xyz_to_rgb(float x, float y, float z, float *r, float *g, float *b, int colorspace);
int constrain_rgb(float *r, float *g, float *b);
unsigned int hsv_to_cpack(float h, float s, float v);
unsigned int rgb_to_cpack(float r, float g, float b);
void cpack_to_rgb(unsigned int col, float *r, float *g, float *b);
void MinMaxRGB(short c[]);
void VecStar(float mat[][3],float *vec);
short EenheidsMat(float mat[][3]);
void i_ortho(float left, float right, float bottom, float top, float nearClip, float farClip, float matrix[][4]);
void i_polarview(float dist, float azimuth, float incidence, float twist, float Vm[][4]);
void i_translate(float Tx, float Ty, float Tz, float mat[][4]);
void i_multmatrix(float icand[][4], float Vm[][4]);
void i_rotate(float angle, char axis, float mat[][4]);
void MinMax3(float *min, float *max, float *vec);
void SizeToMat3(float *size, float mat[][3]);
void SizeToMat4(float *size, float mat[][4]);
float Mat3ToScalef(float mat[][3]);
float Mat4ToScalef(float mat[][4]);
void printmatrix3(char *str, float m[][3]);
void printmatrix4(char *str, float m[][4]);
/* uit Sig.Proc.85 pag 253 */
void Mat3ToQuat(float wmat[][3], float *q);
void Mat4ToQuat(float m[][4], float *q);
void Mat3ToSize(float mat[][3], float *size);
void Mat4ToSize(float mat[][4], float *size);
void triatoquat(float *v1, float *v2, float *v3, float *quat);
void LocEulSizeToMat4(float mat[4][4], float loc[3], float eul[3], float size[3]);
void LocEulOSizeToMat4(float mat[4][4], float loc[3], float eul[3], float size[3], short rotOrder);
void LocQuatSizeToMat4(float mat[4][4], float loc[3], float quat[4], float size[3]);
void tubemap(float x, float y, float z, float *u, float *v);
void spheremap(float x, float y, float z, float *u, float *v);
int LineIntersectLine(float v1[3], float v2[3], float v3[3], float v4[3], float i1[3], float i2[3]);
int LineIntersectLineStrict(float v1[3], float v2[3], float v3[3], float v4[3], float vi[3], float *lambda);
int LineIntersectsTriangle(float p1[3], float p2[3], float v0[3], float v1[3], float v2[3], float *lambda, float *uv);
int RayIntersectsTriangle(float p1[3], float d[3], float v0[3], float v1[3], float v2[3], float *lambda, float *uv);
int RayIntersectsTriangleThreshold(float p1[3], float d[3], float v0[3], float v1[3], float v2[3], float *lambda, float *uv, float threshold);
int SweepingSphereIntersectsTriangleUV(float p1[3], float p2[3], float radius, float v0[3], float v1[3], float v2[3], float *lambda, float *ipoint);
int AxialLineIntersectsTriangle(int axis, float co1[3], float co2[3], float v0[3], float v1[3], float v2[3], float *lambda);
int AabbIntersectAabb(float min1[3], float max1[3], float min2[3], float max2[3]);
void VecfCubicInterpol(float *x1, float *v1, float *x2, float *v2, float t, float *x, float *v);
void PointInQuad2DUV(float v0[2], float v1[2], float v2[2], float v3[2], float pt[2], float *uv);
void PointInFace2DUV(int isquad, float v0[2], float v1[2], float v2[2], float v3[2], float pt[2], float *uv);
int IsPointInTri2D(float v1[2], float v2[2], float v3[2], float pt[2]);
int IsPointInTri2DInts(int x1, int y1, int x2, int y2, int a, int b);
int point_in_tri_prism(float p[3], float v1[3], float v2[3], float v3[3]);
float lambda_cp_line_ex(float p[3], float l1[3], float l2[3], float cp[3]);
float AngleToLength(const float angle);
typedef struct DualQuat {
float quat[4];
float trans[4];
float scale[4][4];
float scale_weight;
} DualQuat;
void Mat4ToDQuat(float basemat[][4], float mat[][4], DualQuat *dq);
void DQuatToMat4(DualQuat *dq, float mat[][4]);
void DQuatAddWeighted(DualQuat *dqsum, DualQuat *dq, float weight);
void DQuatNormalize(DualQuat *dq, float totweight);
void DQuatMulVecfl(DualQuat *dq, float *co, float mat[][3]);
void DQuatCpyDQuat(DualQuat *dq1, DualQuat *dq2);
/* Tangent stuff */
typedef struct VertexTangent {
float tang[3], uv[2];
struct VertexTangent *next;
} VertexTangent;
void sum_or_add_vertex_tangent(void *arena, VertexTangent **vtang, float *tang, float *uv);
float *find_vertex_tangent(VertexTangent *vtang, float *uv);
void tangent_from_uv(float *uv1, float *uv2, float *uv3, float *co1, float *co2, float *co3, float *n, float *tang);
#ifdef __cplusplus
}
#endif
#endif