📄 ivu_linear_willamette.hxx
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inline void IVP_U_Point::subtract(const IVP_U_Point *v1, const IVP_U_Float_Point *v2)
{
// special conversion vector subtraction: (doubleP) = (doubleP) - (floatP)
IVP_DOUBLE a,b,c;
a = v1->k[0] - v2->k[0];
b = v1->k[1] - v2->k[1];
c = v1->k[2] - v2->k[2];
k[0] = a;
k[1] = b;
k[2] = c;
}
inline void IVP_U_Point::subtract(const IVP_U_Float_Point *v1, const IVP_U_Point *v2)
{
// special conversion vector subtraction: (doubleP) = (floatP) - (doubleP)
IVP_DOUBLE a,b,c;
a = v1->k[0] - v2->k[0];
b = v1->k[1] - v2->k[1];
c = v1->k[2] - v2->k[2];
k[0] = a;
k[1] = b;
k[2] = c;
}
inline void IVP_U_Point::inline_subtract_and_mult(const IVP_U_Point *v1,const IVP_U_Point *v2, IVP_DOUBLE factor){ // vektor addition
IVP_DOUBLE a,b,c;
a = (v1->k[0] - v2->k[0]);
b = (v1->k[1] - v2->k[1]); a *= factor;
c = (v1->k[2] - v2->k[2]); b *= factor;
c *=factor;
k[0] = a;
k[1] = b;
k[2] = c;
}
inline void IVP_U_Point::inline_subtract_and_mult(const IVP_U_Float_Point *v1, const IVP_U_Float_Point *v2, IVP_DOUBLE factor){ // vektor addition
IVP_DOUBLE a,b,c;
a = (v1->k[0] - v2->k[0]);
b = (v1->k[1] - v2->k[1]); a *= factor;
c = (v1->k[2] - v2->k[2]); b *= factor;
c *=factor;
k[0] = a;
k[1] = b;
k[2] = c;
}
inline IVP_DOUBLE IVP_U_Point::quad_length() const {
return (k[0]*k[0] + k[1]*k[1] + k[2]*k[2]);
}
inline IVP_DOUBLE IVP_U_Point::quad_distance_to(const IVP_U_Point *p)const{
IVP_DOUBLE a = k[0] - p->k[0]; a*=a;
IVP_DOUBLE b = k[1] - p->k[1]; b*=b;
IVP_DOUBLE c = k[2] - p->k[2]; c*=c;
return a+b+c;
}
inline IVP_DOUBLE IVP_U_Point::quad_distance_to(const IVP_U_Float_Point *p)const{
IVP_DOUBLE a = k[0] - p->k[0]; a*=a;
IVP_DOUBLE b = k[1] - p->k[1]; b*=b;
IVP_DOUBLE c = k[2] - p->k[2]; c*=c;
return a+b+c;
}
inline void IVP_U_Matrix::inline_vimult4( const IVP_U_Point *p_in, IVP_U_Point * p_out )const{
IVP_IF_WILLAMETTE_OPT(0) {
IVP_DOUBLE a = p_in->k[0] - vv.k[0];
IVP_DOUBLE b = p_in->k[1] - vv.k[1];
IVP_DOUBLE c = p_in->k[2] - vv.k[2];
{
__m128d v0 = _mm_set1_pd(a);
__m128d row00 = _mm_load_pd(&rows[0].k[0]);
__m128d row01 = _mm_load_pd(&rows[0].k[2]);
__m128d res0 = _mm_mul_pd( v0, row00 );
__m128d res1 = _mm_mul_pd( v0, row01 );
__m128d v1 = _mm_set1_pd(b);
__m128d row10 = _mm_load_pd(&rows[1].k[0]);
__m128d row11 = _mm_load_pd(&rows[1].k[2]);
__m128d p10 = _mm_mul_pd( v1, row10 );
__m128d p11 = _mm_mul_pd( v1, row11 );
res0 = _mm_add_pd( res0, p10 );
res1 = _mm_add_pd( res1, p11 );
__m128d v2 = _mm_set1_pd(c);
__m128d row20 = _mm_load_pd(&rows[2].k[0]);
__m128d row21 = _mm_load_pd(&rows[2].k[2]);
__m128d p20 = _mm_mul_pd( v2, row20 );
__m128d p21 = _mm_mul_pd( v2, row21 );
res0 = _mm_add_pd( res0, p20 );
res1 = _mm_add_pd( res1, p21 );
_mm_store_pd(&p_out->k[0],res0);
_mm_store_pd(&p_out->k[2],res1);
}
} else {
IVP_DOUBLE a = p_in->k[0] - vv.k[0];
IVP_DOUBLE b = p_in->k[1] - vv.k[1];
IVP_DOUBLE c = p_in->k[2] - vv.k[2];
p_out->k[0] = get_elem(0,0)*a + get_elem(1,0)*b + get_elem(2,0)*c;
p_out->k[1] = get_elem(0,1)*a + get_elem(1,1)*b + get_elem(2,1)*c;
p_out->k[2] = get_elem(0,2)*a + get_elem(1,2)*b + get_elem(2,2)*c;
}
};
inline void IVP_U_Matrix::inline_vimult4( const IVP_U_Point *p_in, IVP_U_Float_Point * p_out )const{
IVP_DOUBLE a = p_in->k[0] - vv.k[0];
IVP_DOUBLE b = p_in->k[1] - vv.k[1];
IVP_DOUBLE c = p_in->k[2] - vv.k[2];
p_out->k[0] = get_elem(0,0)*a + get_elem(1,0)*b + get_elem(2,0)*c;
p_out->k[1] = get_elem(0,1)*a + get_elem(1,1)*b + get_elem(2,1)*c;
p_out->k[2] = get_elem(0,2)*a + get_elem(1,2)*b + get_elem(2,2)*c;
};
inline void IVP_U_Matrix3::inline_vmult3( const IVP_U_Point *p_in, IVP_U_Point * p_out ) const{
IVP_DOUBLE a = get_elem(0,0)*p_in->k[0] + get_elem(0,1)*p_in->k[1] + get_elem(0,2)*p_in->k[2];
IVP_DOUBLE b = get_elem(1,0)*p_in->k[0] + get_elem(1,1)*p_in->k[1] + get_elem(1,2)*p_in->k[2];
IVP_DOUBLE c = get_elem(2,0)*p_in->k[0] + get_elem(2,1)*p_in->k[1] + get_elem(2,2)*p_in->k[2];
p_out->k[0] = a;p_out->k[1] = b; p_out->k[2] = c;
};
inline void IVP_U_Matrix3::inline_vimult3( const IVP_U_Point *p_in, IVP_U_Point * p_out )const{
IVP_DOUBLE a = get_elem(0,0)*p_in->k[0] + get_elem(1,0)*p_in->k[1] + get_elem(2,0)*p_in->k[2];
IVP_DOUBLE b = get_elem(0,1)*p_in->k[0] + get_elem(1,1)*p_in->k[1] + get_elem(2,1)*p_in->k[2];
IVP_DOUBLE c = get_elem(0,2)*p_in->k[0] + get_elem(1,2)*p_in->k[1] + get_elem(2,2)*p_in->k[2];
p_out->k[0] = a;p_out->k[1] = b; p_out->k[2] = c;
}; // eigentlich transformation
inline void IVP_U_Matrix::inline_vmult4(const IVP_U_Point *p_in, IVP_U_Point * p_out)const{
IVP_DOUBLE h = p_in->k[0];
IVP_DOUBLE a = h * get_elem(0,0);
IVP_DOUBLE b = h * get_elem(1,0);
IVP_DOUBLE c = h * get_elem(2,0);
IVP_DOUBLE x,y;
h = p_in->k[1]; x = h*get_elem(0,1); y = h*get_elem(1,1); a += x; x = h*get_elem(2,1); b+=y, c+= x;
h = p_in->k[2]; x = h*get_elem(0,2); y = h*get_elem(1,2); a += x; x = h*get_elem(2,2); b+=y, c+= x;
a += vv.k[0]; b += vv.k[1]; c += vv.k[2];
p_out->k[0] = a;p_out->k[1] = b; p_out->k[2] = c;
}
inline void IVP_U_Matrix::inline_vmult4(const IVP_U_Float_Point *p_in, IVP_U_Point * p_out)const{
IVP_DOUBLE h = p_in->k[0];
IVP_DOUBLE a = h * get_elem(0,0);
IVP_DOUBLE b = h * get_elem(1,0);
IVP_DOUBLE c = h * get_elem(2,0);
IVP_DOUBLE x,y;
h = p_in->k[1]; x = h*get_elem(0,1); y = h*get_elem(1,1); a += x; x = h*get_elem(2,1); b+=y, c+= x;
h = p_in->k[2]; x = h*get_elem(0,2); y = h*get_elem(1,2); a += x; x = h*get_elem(2,2); b+=y, c+= x;
a += vv.k[0]; b += vv.k[1]; c += vv.k[2];
p_out->k[0] = a;p_out->k[1] = b; p_out->k[2] = c;
}
void IVP_U_Point::inline_calc_cross_product(const IVP_U_Point *v1,const IVP_U_Point *v2)
{
IVP_DOUBLE a = v1->k[1]*v2->k[2];
IVP_DOUBLE a2 = v2->k[1]*v1->k[2];
IVP_DOUBLE b = v1->k[2]*v2->k[0];
IVP_DOUBLE b2 = v2->k[2]*v1->k[0]; a -= a2;
IVP_DOUBLE c = v1->k[0]*v2->k[1];
IVP_DOUBLE c2 = v2->k[0]*v1->k[1]; b -= b2;
k[0] = a;k[1] = b; c -= c2;
k[2] = c;
}
void IVP_U_Point::inline_set_vert_to_area_defined_by_three_points(const IVP_U_Point *tp0,const IVP_U_Point *tp1,const IVP_U_Point *tp2)
{
IVP_DOUBLE a0, a1, a2, b0, b1, b2;
// calculate (not-normized) normal
IVP_DOUBLE fp0 = tp0->k[0];
IVP_DOUBLE fp1 = tp0->k[1];
IVP_DOUBLE fp2 = tp0->k[2];
a0 = tp1->k[0] - fp0;
a1 = tp1->k[1] - fp1;
a2 = tp1->k[2] - fp2;
b0 = tp2->k[0] - fp0;
b1 = tp2->k[1] - fp1;
b2 = tp2->k[2] - fp2;
IVP_DOUBLE c0 = b1*a2 - a1*b2;
IVP_DOUBLE c1 = b2*a0 - a2*b0;
IVP_DOUBLE c2 = b0*a1 - a0*b1;
// calculate hesse-area
this->k[0]= c0;
this->k[1]= c1;
this->k[2]= c2;
}
void IVP_U_Point::inline_set_vert_to_area_defined_by_three_points(const IVP_U_Float_Point *tp0,const IVP_U_Float_Point *tp1,const IVP_U_Point *tp2)
{
IVP_DOUBLE a0, a1, a2, b0, b1, b2;
// calculate (not-normized) normal
IVP_DOUBLE fp0 = tp0->k[0];
IVP_DOUBLE fp1 = tp0->k[1];
IVP_DOUBLE fp2 = tp0->k[2];
a0 = tp1->k[0] - fp0;
a1 = tp1->k[1] - fp1;
a2 = tp1->k[2] - fp2;
b0 = tp2->k[0] - fp0;
b1 = tp2->k[1] - fp1;
b2 = tp2->k[2] - fp2;
IVP_DOUBLE c0 = b1*a2 - a1*b2;
IVP_DOUBLE c1 = b2*a0 - a2*b0;
IVP_DOUBLE c2 = b0*a1 - a0*b1;
// calculate hesse-area
this->k[0]= c0;
this->k[1]= c1;
this->k[2]= c2;
}
void IVP_U_Point::inline_set_vert_to_area_defined_by_three_points(const IVP_U_Float_Point *tp0,const IVP_U_Float_Point *tp1,const IVP_U_Float_Point *tp2){
IVP_DOUBLE a0, a1, a2, b0, b1, b2;
// calculate (not-normized) normal
IVP_DOUBLE fp0 = tp0->k[0];
IVP_DOUBLE fp1 = tp0->k[1];
IVP_DOUBLE fp2 = tp0->k[2];
a0 = tp1->k[0] - fp0;
a1 = tp1->k[1] - fp1;
a2 = tp1->k[2] - fp2;
b0 = tp2->k[0] - fp0;
b1 = tp2->k[1] - fp1;
b2 = tp2->k[2] - fp2;
IVP_DOUBLE c0 = b1*a2 - a1*b2;
IVP_DOUBLE c1 = b2*a0 - a2*b0;
IVP_DOUBLE c2 = b0*a1 - a0*b1;
// calculate hesse-area
this->k[0]= c0;
this->k[1]= c1;
this->k[2]= c2;
}
void IVP_U_Point::inline_calc_cross_product_and_normize(const IVP_U_Point *v1,const IVP_U_Point *v2)
{
IVP_DOUBLE a = v1->k[1]*v2->k[2];
IVP_DOUBLE a2 = v2->k[1]*v1->k[2];
IVP_DOUBLE b = v1->k[2]*v2->k[0];
IVP_DOUBLE b2 = v2->k[2]*v1->k[0]; a -= a2;
IVP_DOUBLE c = v1->k[0]*v2->k[1];
IVP_DOUBLE c2 = v2->k[0]*v1->k[1]; b -= b2;
k[0] = (IVP_FLOAT)a;k[1] = (IVP_FLOAT)b; c -= c2;
k[2] = (IVP_FLOAT)c;
this->normize();
}
inline IVP_DOUBLE IVP_U_Hesse::get_dist(const IVP_U_Point *p) const {
return this->dot_product(p) + hesse_val;
}
inline IVP_U_Float_Point::IVP_U_Float_Point(const IVP_U_Point *p) {
this->set(p);
};
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