mutter/cogl/cogl/cogl-vector.c
Jonas Ådahl bf71cb2e3c Don't use config.h in clutter and cogl
In cogl use cogl-config.h and in clutter use clutter-build-config.h. We
can't use clutter-config.h in clutter because its already used and
installed.

https://bugzilla.gnome.org/show_bug.cgi?id=768976
2016-07-20 14:23:48 +08:00

301 lines
6.4 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2010 Intel Corporation.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "cogl-config.h"
#endif
#include <cogl-util.h>
#include <cogl-vector.h>
#include <glib.h>
#include <math.h>
#include <string.h>
#define X 0
#define Y 1
#define Z 2
#define W 3
void
cogl_vector3_init (float *vector, float x, float y, float z)
{
vector[X] = x;
vector[Y] = y;
vector[Z] = z;
}
void
cogl_vector3_init_zero (float *vector)
{
memset (vector, 0, sizeof (float) * 3);
}
CoglBool
cogl_vector3_equal (const void *v1, const void *v2)
{
float *vector0 = (float *)v1;
float *vector1 = (float *)v2;
_COGL_RETURN_VAL_IF_FAIL (v1 != NULL, FALSE);
_COGL_RETURN_VAL_IF_FAIL (v2 != NULL, FALSE);
/* There's no point picking an arbitrary epsilon that's appropriate
* for comparing the components so we just use == that will at least
* consider -0 and 0 to be equal. */
return
vector0[X] == vector1[X] &&
vector0[Y] == vector1[Y] &&
vector0[Z] == vector1[Z];
}
CoglBool
cogl_vector3_equal_with_epsilon (const float *vector0,
const float *vector1,
float epsilon)
{
_COGL_RETURN_VAL_IF_FAIL (vector0 != NULL, FALSE);
_COGL_RETURN_VAL_IF_FAIL (vector1 != NULL, FALSE);
if (fabsf (vector0[X] - vector1[X]) < epsilon &&
fabsf (vector0[Y] - vector1[Y]) < epsilon &&
fabsf (vector0[Z] - vector1[Z]) < epsilon)
return TRUE;
else
return FALSE;
}
float *
cogl_vector3_copy (const float *vector)
{
if (vector)
return g_slice_copy (sizeof (float) * 3, vector);
return NULL;
}
void
cogl_vector3_free (float *vector)
{
g_slice_free1 (sizeof (float) * 3, vector);
}
void
cogl_vector3_invert (float *vector)
{
vector[X] = -vector[X];
vector[Y] = -vector[Y];
vector[Z] = -vector[Z];
}
void
cogl_vector3_add (float *result,
const float *a,
const float *b)
{
result[X] = a[X] + b[X];
result[Y] = a[Y] + b[Y];
result[Z] = a[Z] + b[Z];
}
void
cogl_vector3_subtract (float *result,
const float *a,
const float *b)
{
result[X] = a[X] - b[X];
result[Y] = a[Y] - b[Y];
result[Z] = a[Z] - b[Z];
}
void
cogl_vector3_multiply_scalar (float *vector,
float scalar)
{
vector[X] *= scalar;
vector[Y] *= scalar;
vector[Z] *= scalar;
}
void
cogl_vector3_divide_scalar (float *vector,
float scalar)
{
float one_over_scalar = 1.0f / scalar;
vector[X] *= one_over_scalar;
vector[Y] *= one_over_scalar;
vector[Z] *= one_over_scalar;
}
void
cogl_vector3_normalize (float *vector)
{
float mag_squared =
vector[X] * vector[X] +
vector[Y] * vector[Y] +
vector[Z] * vector[Z];
if (mag_squared > 0.0f)
{
float one_over_mag = 1.0f / sqrtf (mag_squared);
vector[X] *= one_over_mag;
vector[Y] *= one_over_mag;
vector[Z] *= one_over_mag;
}
}
float
cogl_vector3_magnitude (const float *vector)
{
return sqrtf (vector[X] * vector[X] +
vector[Y] * vector[Y] +
vector[Z] * vector[Z]);
}
void
cogl_vector3_cross_product (float *result,
const float *a,
const float *b)
{
float tmp[3];
tmp[X] = a[Y] * b[Z] - a[Z] * b[Y];
tmp[Y] = a[Z] * b[X] - a[X] * b[Z];
tmp[Z] = a[X] * b[Y] - a[Y] * b[X];
result[X] = tmp[X];
result[Y] = tmp[Y];
result[Z] = tmp[Z];
}
float
cogl_vector3_dot_product (const float *a, const float *b)
{
return a[X] * b[X] + a[Y] * b[Y] + a[Z] * b[Z];
}
float
cogl_vector3_distance (const float *a, const float *b)
{
float dx = b[X] - a[X];
float dy = b[Y] - a[Y];
float dz = b[Z] - a[Z];
return sqrtf (dx * dx + dy * dy + dz * dz);
}
#if 0
void
cogl_vector4_init (float *vector, float x, float y, float z)
{
vector[X] = x;
vector[Y] = y;
vector[Z] = z;
vector[W] = w;
}
void
cogl_vector4_init_zero (float *vector)
{
memset (vector, 0, sizeof (CoglVector4));
}
void
cogl_vector4_init_from_vector4 (float *vector, float *src)
{
*vector4 = *src;
}
CoglBool
cogl_vector4_equal (const void *v0, const void *v1)
{
_COGL_RETURN_VAL_IF_FAIL (v1 != NULL, FALSE);
_COGL_RETURN_VAL_IF_FAIL (v2 != NULL, FALSE);
return memcmp (v1, v2, sizeof (float) * 4) == 0 ? TRUE : FALSE;
}
float *
cogl_vector4_copy (float *vector)
{
if (vector)
return g_slice_dup (CoglVector4, vector);
return NULL;
}
void
cogl_vector4_free (float *vector)
{
g_slice_free (CoglVector4, vector);
}
void
cogl_vector4_invert (float *vector)
{
vector.x = -vector.x;
vector.y = -vector.y;
vector.z = -vector.z;
vector.w = -vector.w;
}
void
cogl_vector4_add (float *result,
float *a,
float *b)
{
result.x = a.x + b.x;
result.y = a.y + b.y;
result.z = a.z + b.z;
result.w = a.w + b.w;
}
void
cogl_vector4_subtract (float *result,
float *a,
float *b)
{
result.x = a.x - b.x;
result.y = a.y - b.y;
result.z = a.z - b.z;
result.w = a.w - b.w;
}
void
cogl_vector4_divide (float *vector,
float scalar)
{
float one_over_scalar = 1.0f / scalar;
result.x *= one_over_scalar;
result.y *= one_over_scalar;
result.z *= one_over_scalar;
result.w *= one_over_scalar;
}
#endif