mirror of https://github.com/GNOME/gimp.git
647 lines
14 KiB
C
647 lines
14 KiB
C
/* LIBGIMP - The GIMP Library
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* Copyright (C) 1995-1997 Peter Mattis and Spencer Kimball
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*
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* gimpvector.c
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*
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* The gimp_vector* functions were taken from:
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* GCK - The General Convenience Kit
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* Copyright (C) 1996 Tom Bech
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**********************************************/
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/* A little collection of useful vector stuff */
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/**********************************************/
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#include "config.h"
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#include <glib.h>
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#include "gimpmath.h"
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/*************************/
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/* Some useful constants */
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/*************************/
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static const GimpVector2 gimp_vector2_zero = { 0.0, 0.0 };
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static const GimpVector2 gimp_vector2_unit_x = { 1.0, 0.0 };
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static const GimpVector2 gimp_vector2_unit_y = { 0.0, 1.0 };
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static const GimpVector3 gimp_vector3_zero = { 0.0, 0.0, 0.0 };
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static const GimpVector3 gimp_vector3_unit_x = { 1.0, 0.0, 0.0 };
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static const GimpVector3 gimp_vector3_unit_y = { 0.0, 1.0, 0.0 };
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static const GimpVector3 gimp_vector3_unit_z = { 0.0, 0.0, 1.0 };
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/**************************************/
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/* Three dimensional vector functions */
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/**************************************/
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gdouble
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gimp_vector2_inner_product (const GimpVector2 *vector1,
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const GimpVector2 *vector2)
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{
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return (vector1->x * vector2->x + vector1->y * vector2->y);
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}
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gdouble
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gimp_vector2_inner_product_val (GimpVector2 vector1,
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GimpVector2 vector2)
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{
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return (vector1.x * vector2.x + vector1.y * vector2.y);
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}
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GimpVector2
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gimp_vector2_cross_product (const GimpVector2 *vector1,
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const GimpVector2 *vector2)
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{
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GimpVector2 normal;
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normal.x = vector1->x * vector2->y - vector1->y * vector2->x;
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normal.y = vector1->y * vector2->x - vector1->x * vector2->y;
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return normal;
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}
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GimpVector2
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gimp_vector2_cross_product_val (GimpVector2 vector1,
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GimpVector2 vector2)
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{
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GimpVector2 normal;
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normal.x = vector1.x * vector2.y - vector1.y * vector2.x;
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normal.y = vector1.y * vector2.x - vector1.x * vector2.y;
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return normal;
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}
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gdouble
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gimp_vector2_length (const GimpVector2 *vector)
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{
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return (sqrt (vector->x * vector->x + vector->y * vector->y));
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}
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gdouble
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gimp_vector2_length_val (GimpVector2 vector)
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{
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return (sqrt (vector.x * vector.x + vector.y * vector.y));
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}
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void
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gimp_vector2_normalize (GimpVector2 *vector)
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{
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gdouble len;
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len = gimp_vector2_length (vector);
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if (len != 0.0)
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{
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len = 1.0 / len;
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vector->x *= len;
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vector->y *= len;
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}
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else
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{
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*vector = gimp_vector2_zero;
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}
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}
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GimpVector2
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gimp_vector2_normalize_val (GimpVector2 vector)
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{
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GimpVector2 normalized;
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gdouble len;
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len = gimp_vector2_length_val (vector);
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if (len != 0.0)
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{
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len = 1.0 / len;
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normalized.x = vector.x * len;
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normalized.y = vector.y * len;
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return normalized;
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}
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else
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{
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return gimp_vector2_zero;
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}
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}
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void
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gimp_vector2_mul (GimpVector2 *vector,
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gdouble factor)
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{
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vector->x *= factor;
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vector->y *= factor;
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}
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GimpVector2
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gimp_vector2_mul_val (GimpVector2 vector,
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gdouble factor)
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{
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GimpVector2 result;
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result.x = vector.x * factor;
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result.y = vector.y * factor;
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return result;
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}
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void
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gimp_vector2_sub (GimpVector2 *result,
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const GimpVector2 *vector1,
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const GimpVector2 *vector2)
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{
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result->x = vector1->x - vector2->x;
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result->y = vector1->y - vector2->y;
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}
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GimpVector2
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gimp_vector2_sub_val (GimpVector2 vector1,
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GimpVector2 vector2)
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{
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GimpVector2 result;
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result.x = vector1.x - vector2.x;
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result.y = vector1.y - vector2.y;
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return result;
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}
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void
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gimp_vector2_set (GimpVector2 *vector,
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gdouble x,
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gdouble y)
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{
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vector->x = x;
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vector->y = y;
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}
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GimpVector2
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gimp_vector2_new (gdouble x,
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gdouble y)
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{
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GimpVector2 vector;
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vector.x = x;
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vector.y = y;
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return vector;
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}
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void
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gimp_vector2_add (GimpVector2 *result,
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const GimpVector2 *vector1,
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const GimpVector2 *vector2)
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{
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result->x = vector1->x + vector2->x;
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result->y = vector1->y + vector2->y;
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}
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GimpVector2
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gimp_vector2_add_val (GimpVector2 vector1,
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GimpVector2 vector2)
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{
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GimpVector2 result;
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result.x = vector1.x + vector2.x;
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result.y = vector1.y + vector2.y;
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return result;
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}
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void
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gimp_vector2_neg (GimpVector2 *vector)
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{
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vector->x *= -1.0;
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vector->y *= -1.0;
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}
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GimpVector2
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gimp_vector2_neg_val (GimpVector2 vector)
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{
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GimpVector2 result;
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result.x = vector.x * -1.0;
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result.y = vector.y * -1.0;
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return result;
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}
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void
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gimp_vector2_rotate (GimpVector2 *vector,
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gdouble alpha)
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{
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GimpVector2 result;
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result.x = cos (alpha) * vector->x + sin (alpha) * vector->y;
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result.y = cos (alpha) * vector->y - sin (alpha) * vector->x;
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*vector = result;
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}
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GimpVector2
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gimp_vector2_rotate_val (GimpVector2 vector,
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gdouble alpha)
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{
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GimpVector2 result;
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result.x = cos (alpha) * vector.x + sin (alpha) * vector.y;
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result.y = cos (alpha) * vector.y - sin (alpha) * vector.x;
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return result;
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}
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/**************************************/
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/* Three dimensional vector functions */
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/**************************************/
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gdouble
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gimp_vector3_inner_product (const GimpVector3 *vector1,
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const GimpVector3 *vector2)
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{
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return (vector1->x * vector2->x +
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vector1->y * vector2->y +
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vector1->z * vector2->z);
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}
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gdouble
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gimp_vector3_inner_product_val (GimpVector3 vector1,
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GimpVector3 vector2)
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{
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return (vector1.x * vector2.x +
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vector1.y * vector2.y +
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vector1.z * vector2.z);
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}
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GimpVector3
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gimp_vector3_cross_product (const GimpVector3 *vector1,
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const GimpVector3 *vector2)
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{
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GimpVector3 normal;
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normal.x = vector1->y * vector2->z - vector1->z * vector2->y;
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normal.y = vector1->z * vector2->x - vector1->x * vector2->z;
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normal.z = vector1->x * vector2->y - vector1->y * vector2->x;
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return normal;
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}
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GimpVector3
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gimp_vector3_cross_product_val (GimpVector3 vector1,
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GimpVector3 vector2)
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{
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GimpVector3 normal;
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normal.x = vector1.y * vector2.z - vector1.z * vector2.y;
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normal.y = vector1.z * vector2.x - vector1.x * vector2.z;
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normal.z = vector1.x * vector2.y - vector1.y * vector2.x;
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return normal;
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}
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gdouble
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gimp_vector3_length (const GimpVector3 *vector)
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{
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return (sqrt (vector->x * vector->x +
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vector->y * vector->y +
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vector->z * vector->z));
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}
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gdouble
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gimp_vector3_length_val (GimpVector3 vector)
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{
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return (sqrt (vector.x * vector.x +
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vector.y * vector.y +
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vector.z * vector.z));
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}
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void
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gimp_vector3_normalize (GimpVector3 *vector)
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{
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gdouble len;
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len = gimp_vector3_length (vector);
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if (len != 0.0)
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{
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len = 1.0 / len;
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vector->x *= len;
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vector->y *= len;
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vector->z *= len;
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}
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else
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{
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*vector = gimp_vector3_zero;
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}
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}
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GimpVector3
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gimp_vector3_normalize_val (GimpVector3 vector)
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{
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GimpVector3 result;
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gdouble len;
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len = gimp_vector3_length_val (vector);
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if (len != 0.0)
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{
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len = 1.0 / len;
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result.x = vector.x * len;
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result.y = vector.y * len;
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result.z = vector.z * len;
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return result;
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}
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else
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{
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return gimp_vector3_zero;
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}
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}
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void
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gimp_vector3_mul (GimpVector3 *vector,
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gdouble factor)
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{
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vector->x *= factor;
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vector->y *= factor;
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vector->z *= factor;
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}
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GimpVector3
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gimp_vector3_mul_val (GimpVector3 vector,
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gdouble factor)
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{
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GimpVector3 result;
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result.x = vector.x * factor;
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result.y = vector.y * factor;
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result.z = vector.z * factor;
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return result;
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}
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void
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gimp_vector3_sub (GimpVector3 *result,
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const GimpVector3 *vector1,
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const GimpVector3 *vector2)
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{
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result->x = vector1->x - vector2->x;
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result->y = vector1->y - vector2->y;
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result->z = vector1->z - vector2->z;
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}
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GimpVector3
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gimp_vector3_subval (GimpVector3 vector1,
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GimpVector3 vector2)
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{
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GimpVector3 result;
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result.x = vector1.x - vector2.x;
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result.y = vector1.y - vector2.y;
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result.z = vector1.z - vector2.z;
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return result;
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}
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void
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gimp_vector3_set (GimpVector3 *vector,
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gdouble x,
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gdouble y,
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gdouble z)
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{
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vector->x = x;
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vector->y = y;
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vector->z = z;
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}
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GimpVector3
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gimp_vector3_new (gdouble x,
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gdouble y,
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gdouble z)
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{
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GimpVector3 vector;
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vector.x = x;
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vector.y = y;
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vector.z = z;
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return vector;
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}
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void
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gimp_vector3_add (GimpVector3 *result,
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const GimpVector3 *vector1,
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const GimpVector3 *vector2)
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{
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result->x = vector1->x + vector2->x;
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result->y = vector1->y + vector2->y;
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result->z = vector1->z + vector2->z;
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}
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GimpVector3
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gimp_vector3_add_val (GimpVector3 vector1,
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GimpVector3 vector2)
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{
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GimpVector3 result;
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result.x = vector1.x + vector2.x;
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result.y = vector1.y + vector2.y;
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result.z = vector1.z + vector2.z;
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return result;
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}
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void
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gimp_vector3_neg (GimpVector3 *vector)
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{
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vector->x *= -1.0;
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vector->y *= -1.0;
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vector->z *= -1.0;
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}
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GimpVector3
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gimp_vector3_neg_val (GimpVector3 vector)
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{
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GimpVector3 result;
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result.x = vector.x * -1.0;
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result.y = vector.y * -1.0;
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result.z = vector.z * -1.0;
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return result;
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}
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void
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gimp_vector3_rotate (GimpVector3 *vector,
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gdouble alpha,
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gdouble beta,
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gdouble gamma)
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{
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GimpVector3 s, t;
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/* First we rotate it around the Z axis (XY plane).. */
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/* ================================================= */
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s.x = cos (alpha) * vector->x + sin (alpha) * vector->y;
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s.y = cos (alpha) * vector->y - sin (alpha) * vector->x;
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/* ..then around the Y axis (XZ plane).. */
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/* ===================================== */
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t = s;
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vector->x = cos (beta) *t.x + sin (beta) * vector->z;
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s.z = cos (beta) *vector->z - sin (beta) * t.x;
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/* ..and at last around the X axis (YZ plane) */
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/* ========================================== */
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vector->y = cos (gamma) * t.y + sin (gamma) * s.z;
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vector->z = cos (gamma) * s.z - sin (gamma) * t.y;
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}
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GimpVector3
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gimp_vector3_rotate_val (GimpVector3 vector,
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gdouble alpha,
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gdouble beta,
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gdouble gamma)
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{
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GimpVector3 s, t, result;
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/* First we rotate it around the Z axis (XY plane).. */
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/* ================================================= */
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s.x = cos (alpha) * vector.x + sin (alpha) * vector.y;
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s.y = cos (alpha) * vector.y - sin (alpha) * vector.x;
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/* ..then around the Y axis (XZ plane).. */
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/* ===================================== */
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t = s;
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result.x = cos (beta) *t.x + sin (beta) * vector.z;
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s.z = cos (beta) *vector.z - sin (beta) * t.x;
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/* ..and at last around the X axis (YZ plane) */
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/* ========================================== */
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result.y = cos (gamma) * t.y + sin (gamma) * s.z;
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result.z = cos (gamma) * s.z - sin (gamma) * t.y;
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return result;
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}
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/******************************************************************/
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/* Compute screen (sx,sy)-(sx+w,sy+h) to 3D unit square mapping. */
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/* The plane to map to is given in the z field of p. The observer */
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/* is located at position vp (vp->z!=0.0). */
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/******************************************************************/
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void
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gimp_vector_2d_to_3d (gint sx,
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gint sy,
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gint w,
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gint h,
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gint x,
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gint y,
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const GimpVector3 *vp,
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GimpVector3 *p)
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{
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gdouble t = 0.0;
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if (vp->x != 0.0)
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t = (p->z - vp->z) / vp->z;
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if (t != 0.0)
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{
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p->x = vp->x + t * (vp->x - ((gdouble) (x - sx) / (gdouble) w));
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p->y = vp->y + t * (vp->y - ((gdouble) (y - sy) / (gdouble) h));
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}
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else
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{
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p->x = (gdouble) (x - sx) / (gdouble) w;
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p->y = (gdouble) (y - sy) / (gdouble) h;
|
|
}
|
|
}
|
|
|
|
GimpVector3
|
|
gimp_vector_2d_to_3d_val (gint sx,
|
|
gint sy,
|
|
gint w,
|
|
gint h,
|
|
gint x,
|
|
gint y,
|
|
GimpVector3 vp,
|
|
GimpVector3 p)
|
|
{
|
|
GimpVector3 result;
|
|
gdouble t = 0.0;
|
|
|
|
if (vp.x != 0.0)
|
|
t = (p.z - vp.z) / vp.z;
|
|
|
|
if (t != 0.0)
|
|
{
|
|
result.x = vp.x + t * (vp.x - ((gdouble) (x - sx) / (gdouble) w));
|
|
result.y = vp.y + t * (vp.y - ((gdouble) (y - sy) / (gdouble) h));
|
|
}
|
|
else
|
|
{
|
|
result.x = (gdouble) (x - sx) / (gdouble) w;
|
|
result.y = (gdouble) (y - sy) / (gdouble) h;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/*********************************************************/
|
|
/* Convert the given 3D point to 2D (project it onto the */
|
|
/* viewing plane, (sx,sy,0)-(sx+w,sy+h,0). The input is */
|
|
/* assumed to be in the unit square (0,0,z)-(1,1,z). */
|
|
/* The viewpoint of the observer is passed in vp. */
|
|
/*********************************************************/
|
|
|
|
void
|
|
gimp_vector_3d_to_2d (gint sx,
|
|
gint sy,
|
|
gint w,
|
|
gint h,
|
|
gdouble *x,
|
|
gdouble *y,
|
|
const GimpVector3 *vp,
|
|
const GimpVector3 *p)
|
|
{
|
|
gdouble t;
|
|
GimpVector3 dir;
|
|
|
|
gimp_vector3_sub (&dir, p, vp);
|
|
gimp_vector3_normalize (&dir);
|
|
|
|
if (dir.z != 0.0)
|
|
{
|
|
t = (-1.0 * vp->z) / dir.z;
|
|
*x = (gdouble) sx + ((vp->x + t * dir.x) * (gdouble) w);
|
|
*y = (gdouble) sy + ((vp->y + t * dir.y) * (gdouble) h);
|
|
}
|
|
else
|
|
{
|
|
*x = (gdouble) sx + (p->x * (gdouble) w);
|
|
*y = (gdouble) sy + (p->y * (gdouble) h);
|
|
}
|
|
}
|