/** * $Id:$ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * The contents of this file may be used under the terms of either the GNU * General Public License Version 2 or later (the "GPL", see * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or * later (the "BL", see http://www.blender.org/BL/ ) which has to be * bought from the Blender Foundation to become active, in which case the * above mentioned GPL option does not apply. * * The Original Code is Copyright (C) 1997 by Ton Roosendaal, Frank van Beek and Joeri Kassenaar. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ /* 2d and 3d Vector C Library by Andrew Glassner from "Graphics Gems", Academic Press, 1990 */ #include #include /******************/ /* 2d Library */ /******************/ /* returns squared length of input vector */ double V2SquaredLength(a) Vector2 *a; { return((a->x * a->x)+(a->y * a->y)); } /* returns length of input vector */ double V2Length(a) Vector2 *a; { return(sqrt(V2SquaredLength(a))); } /* negates the input vector and returns it */ Vector2 *V2Negate(v) Vector2 *v; { v->x = -v->x; v->y = -v->y; return(v); } /* normalizes the input vector and returns it */ Vector2 *V2Normalize(v) Vector2 *v; { double len = V2Length(v); if (len != 0.0) { v->x /= len; v->y /= len; } return(v); } /* scales the input vector to the new length and returns it */ Vector2 *V2Scale(v, newlen) Vector2 *v; double newlen; { double len = V2Length(v); if (len != 0.0) { v->x *= newlen/len; v->y *= newlen/len; } return(v); } /* return vector sum c = a+b */ Vector2 *V2Add(a, b, c) Vector2 *a, *b, *c; { c->x = a->x+b->x; c->y = a->y+b->y; return(c); } /* return vector difference c = a-b */ Vector2 *V2Sub(a, b, c) Vector2 *a, *b, *c; { c->x = a->x-b->x; c->y = a->y-b->y; return(c); } /* return the dot product of vectors a and b */ double V2Dot(a, b) Vector2 *a, *b; { return((a->x*b->x)+(a->y*b->y)); } /* linearly interpolate between vectors by an amount alpha */ /* and return the resulting vector. */ /* When alpha=0, result=lo. When alpha=1, result=hi. */ Vector2 *V2Lerp(lo, hi, alpha, result) Vector2 *lo, *hi, *result; double alpha; { result->x = LERP(alpha, lo->x, hi->x); result->y = LERP(alpha, lo->y, hi->y); return(result); } /* make a linear combination of two vectors and return the result. */ /* result = (a * ascl) + (b * bscl) */ Vector2 *V2Combine (a, b, result, ascl, bscl) Vector2 *a, *b, *result; double ascl, bscl; { result->x = (ascl * a->x) + (bscl * b->x); result->y = (ascl * a->y) + (bscl * b->y); return(result); } /* multiply two vectors together component-wise */ Vector2 *V2Mul (a, b, result) Vector2 *a, *b, *result; { result->x = a->x * b->x; result->y = a->y * b->y; return(result); } /* return the distance between two points */ double V2DistanceBetween2Points(a, b) Point2 *a, *b; { double dx = a->x - b->x; double dy = a->y - b->y; return(sqrt((dx*dx)+(dy*dy))); } /* return the vector perpendicular to the input vector a */ Vector2 *V2MakePerpendicular(a, ap) Vector2 *a, *ap; { ap->x = -a->y; ap->y = a->x; return(ap); } /* create, initialize, and return a new vector */ Vector2 *V2New(x, y) double x, y; { Vector2 *v = NEWTYPE(Vector2); v->x = x; v->y = y; return(v); } /* create, initialize, and return a duplicate vector */ Vector2 *V2Duplicate(a) Vector2 *a; { Vector2 *v = NEWTYPE(Vector2); v->x = a->x; v->y = a->y; return(v); } /* multiply a point by a matrix and return the transformed point */ Point2 *V2MulPointByMatrix(p, m) Point2 *p; Matrix3 *m; { double w; Point2 ptmp; ptmp.x = (p->x * m->element[0][0]) + (p->y * m->element[1][0]) + m->element[2][0]; ptmp.y = (p->x * m->element[0][1]) + (p->y * m->element[1][1]) + m->element[2][1]; w = (p->x * m->element[0][2]) + (p->y * m->element[1][2]) + m->element[2][2]; if (w != 0.0) { ptmp.x /= w; ptmp.y /= w; } *p = ptmp; return(p); } /* multiply together matrices c = ab */ /* note that c must not point to either of the input matrices */ Matrix3 *V2MatMul(a, b, c) Matrix3 *a, *b, *c; { int i, j, k; for (i=0; i<3; i++) { for (j=0; j<3; j++) { c->element[i][j] = 0; for (k=0; k<3; k++) c->element[i][j] += a->element[i][k] * b->element[k][j]; } } return(c); } /******************/ /* 3d Library */ /******************/ /* returns squared length of input vector */ double V3SquaredLength(a) Vector3 *a; { return((a->x * a->x)+(a->y * a->y)+(a->z * a->z)); } /* returns length of input vector */ double V3Length(a) Vector3 *a; { return(sqrt(V3SquaredLength(a))); } /* negates the input vector and returns it */ Vector3 *V3Negate(v) Vector3 *v; { v->x = -v->x; v->y = -v->y; v->z = -v->z; return(v); } /* normalizes the input vector and returns it */ Vector3 *V3Normalize(v) Vector3 *v; { double len = V3Length(v); if (len != 0.0) { v->x /= len; v->y /= len; v->z /= len; } return(v); } /* scales the input vector to the new length and returns it */ Vector3 *V3Scale(v, newlen) Vector3 *v; double newlen; { double len = V3Length(v); if (len != 0.0) { v->x *= newlen/len; v->y *= newlen/len; v->z *= newlen/len; } return(v); } /* return vector sum c = a+b */ Vector3 *V3Add(a, b, c) Vector3 *a, *b, *c; { c->x = a->x+b->x; c->y = a->y+b->y; c->z = a->z+b->z; return(c); } /* return vector difference c = a-b */ Vector3 *V3Sub(a, b, c) Vector3 *a, *b, *c; { c->x = a->x-b->x; c->y = a->y-b->y; c->z = a->z-b->z; return(c); } /* return the dot product of vectors a and b */ double V3Dot(a, b) Vector3 *a, *b; { return((a->x*b->x)+(a->y*b->y)+(a->z*b->z)); } /* linearly interpolate between vectors by an amount alpha */ /* and return the resulting vector. */ /* When alpha=0, result=lo. When alpha=1, result=hi. */ Vector3 *V3Lerp(lo, hi, alpha, result) Vector3 *lo, *hi, *result; double alpha; { result->x = LERP(alpha, lo->x, hi->x); result->y = LERP(alpha, lo->y, hi->y); result->z = LERP(alpha, lo->z, hi->z); return(result); } /* make a linear combination of two vectors and return the result. */ /* result = (a * ascl) + (b * bscl) */ Vector3 *V3Combine (a, b, result, ascl, bscl) Vector3 *a, *b, *result; double ascl, bscl; { result->x = (ascl * a->x) + (bscl * b->x); result->y = (ascl * a->y) + (bscl * b->y); result->z = (ascl * a->z) + (bscl * b->z); return(result); } /* multiply two vectors together component-wise and return the result */ Vector3 *V3Mul (a, b, result) Vector3 *a, *b, *result; { result->x = a->x * b->x; result->y = a->y * b->y; result->z = a->z * b->z; return(result); } /* return the distance between two points */ double V3DistanceBetween2Points(a, b) Point3 *a, *b; { double dx = a->x - b->x; double dy = a->y - b->y; double dz = a->z - b->z; return(sqrt((dx*dx)+(dy*dy)+(dz*dz))); } /* return the cross product c = a cross b */ Vector3 *V3Cross(a, b, c) Vector3 *a, *b, *c; { c->x = (a->y*b->z) - (a->z*b->y); c->y = (a->z*b->x) - (a->x*b->z); c->z = (a->x*b->y) - (a->y*b->x); return(c); } /* create, initialize, and return a new vector */ Vector3 *V3New(x, y, z) double x, y, z; { Vector3 *v = NEWTYPE(Vector3); v->x = x; v->y = y; v->z = z; return(v); } /* create, initialize, and return a duplicate vector */ Vector3 *V3Duplicate(a) Vector3 *a; { Vector3 *v = NEWTYPE(Vector3); v->x = a->x; v->y = a->y; v->z = a->z; return(v); } /* multiply a point by a matrix and return the transformed point */ Point3 *V3MulPointByMatrix(p, m) Point3 *p; Matrix4 *m; { double w; Point3 ptmp; ptmp.x = (p->x * m->element[0][0]) + (p->y * m->element[1][0]) + (p->z * m->element[2][0]) + m->element[3][0]; ptmp.y = (p->x * m->element[0][1]) + (p->y * m->element[1][1]) + (p->z * m->element[2][1]) + m->element[3][1]; ptmp.z = (p->x * m->element[0][2]) + (p->y * m->element[1][2]) + (p->z * m->element[2][2]) + m->element[3][2]; w = (p->x * m->element[0][3]) + (p->y * m->element[1][3]) + (p->z * m->element[2][3]) + m->element[3][3]; if (w != 0.0) { ptmp.x /= w; ptmp.y /= w; ptmp.z /= w; } *p = ptmp; return(p); } /* multiply together matrices c = ab */ /* note that c must not point to either of the input matrices */ Matrix4 *V3MatMul(a, b, c) Matrix4 *a, *b, *c; { int i, j, k; for (i=0; i<4; i++) { for (j=0; j<4; j++) { c->element[i][j] = 0; for (k=0; k<4; k++) c->element[i][j] += a->element[i][k] * b->element[k][j]; } } return(c); } /* binary greatest common divisor by Silver and Terzian. See Knuth */ /* both inputs must be >= 0 */ gcd(u, v) int u, v; { int t, f; if ((u<0) || (v<0)) return(1); /* error if u<0 or v<0 */ f = 1; while ((0 == (u%2)) && (0 == (v%2))) { u>>=1; v>>=1, f*=2; } if (u&01) { t = -v; goto B4; } else { t = u; } B3: if (t > 0) { t >>= 1; } else { t = -((-t) >> 1); } B4: if (0 == (t%2)) goto B3; if (t > 0) u = t; else v = -t; if (0 != (t = u - v)) goto B3; return(u*f); } /***********************/ /* Useful Routines */ /***********************/ /* return roots of ax^2+bx+c */ /* stable algebra derived from Numerical Recipes by Press et al.*/ int quadraticRoots(a, b, c, roots) double a, b, c, *roots; { double d, q; int count = 0; d = (b*b)-(4*a*c); if (d < 0.0) { *roots = *(roots+1) = 0.0; return(0); } q = -0.5 * (b + (SGN(b)*sqrt(d))); if (a != 0.0) { *roots++ = q/a; count++; } if (q != 0.0) { *roots++ = c/q; count++; } return(count); } /* generic 1d regula-falsi step. f is function to evaluate */ /* interval known to contain root is given in left, right */ /* returns new estimate */ double RegulaFalsi(f, left, right) double (*f)(), left, right; { double d = (*f)(right) - (*f)(left); if (d != 0.0) return (right - (*f)(right)*(right-left)/d); return((left+right)/2.0); } /* generic 1d Newton-Raphson step. f is function, df is derivative */ /* x is current best guess for root location. Returns new estimate */ double NewtonRaphson(f, df, x) double (*f)(), (*df)(), x; { double d = (*df)(x); if (d != 0.0) return (x-((*f)(x)/d)); return(x-1.0); } /* hybrid 1d Newton-Raphson/Regula Falsi root finder. */ /* input function f and its derivative df, an interval */ /* left, right known to contain the root, and an error tolerance */ /* Based on Blinn */ double findroot(left, right, tolerance, f, df) double left, right, tolerance; double (*f)(), (*df)(); { double newx = left; while (ABS((*f)(newx)) > tolerance) { newx = NewtonRaphson(f, df, newx); if (newx < left || newx > right) newx = RegulaFalsi(f, left, right); if ((*f)(newx) * (*f)(left) <= 0.0) right = newx; else left = newx; } return(newx); }