📄 ivu_linear_software.hxx
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// Copyright (C) Ipion Software GmbH 1999-2000. All rights reserved.
//IVP_EXPORT_PUBLIC
#ifndef WIN32
# pragma interface
#endif
inline void IVP_U_Float_Point::set_to_zero() {
k[0]=0.0f;
k[1]=0.0f;
k[2]=0.0f;
}
inline void IVP_U_Float_Point::set(const IVP_U_Float_Point *p_source){
IVP_DOUBLE a = p_source->k[0];
IVP_DOUBLE b = p_source->k[1];
IVP_DOUBLE c = p_source->k[2];
k[0]= (IVP_FLOAT)a;
k[1]= (IVP_FLOAT)b;
k[2]= (IVP_FLOAT)c;
}
inline void IVP_U_Float_Point::set_multiple(const IVP_U_Float_Point *v, IVP_DOUBLE f){
IVP_DOUBLE a = v->k[0] * f;
IVP_DOUBLE b = v->k[1] * f;
IVP_DOUBLE c = v->k[2] * f;
k[0]= (IVP_FLOAT)a;
k[1]= (IVP_FLOAT)b;
k[2]= (IVP_FLOAT)c;
}
inline void IVP_U_Float_Point::set_negative(const IVP_U_Float_Point *p_source){
IVP_DOUBLE a = p_source->k[0];
IVP_DOUBLE b = p_source->k[1]; a = -a;
IVP_DOUBLE c = p_source->k[2]; b = -b;
c = -c;
k[0]= (IVP_FLOAT)a;
k[1]= (IVP_FLOAT)b;
k[2]= (IVP_FLOAT)c;
}
inline void IVP_U_Float_Point::mult(IVP_DOUBLE factor){
IVP_DOUBLE a,b,c;
a = k[0] * factor;
b = k[1] * factor;
c = k[2] * factor;
k[0] = (IVP_FLOAT)a; k[1] = (IVP_FLOAT)b; k[2] = (IVP_FLOAT)c;
}
inline IVP_DOUBLE IVP_U_Float_Point::dot_product(const IVP_U_Float_Point *v2) const {
return( k[0]*v2->k[0] + k[1]*v2->k[1] + k[2]*v2->k[2] );
};
inline void IVP_U_Float_Point::add_multiple (const IVP_U_Float_Point *v1, const IVP_U_Float_Point *v2, IVP_DOUBLE factor2){ // vektor addition
IVP_DOUBLE a,b,c;
a = v2->k[0] * factor2;
b = v2->k[1] * factor2; a += v1->k[0];
c = v2->k[2] * factor2; b += v1->k[1];
c += v1->k[2];
k[0] = a;
k[1] = b;
k[2] = c;
}
inline void IVP_U_Float_Point::set_pairwise_mult (const IVP_U_Float_Point *v1, const IVP_U_Float_Point *v2){ // pairwise multiple
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_Float_Point::add(const IVP_U_Float_Point *v1, const IVP_U_Float_Point *v2){
IVP_DOUBLE a = v1->k[0] + v2->k[0];
IVP_DOUBLE b = v1->k[1] + v2->k[1];
IVP_DOUBLE c = v1->k[2] + v2->k[2];
k[0] = (IVP_FLOAT)a;k[1] = (IVP_FLOAT)b;k[2] = (IVP_FLOAT)c;
}
inline void IVP_U_Float_Point::subtract(const IVP_U_Float_Point *v1,const IVP_U_Float_Point *v2){
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] = (IVP_FLOAT)a;
k[1] = (IVP_FLOAT)b;
k[2] = (IVP_FLOAT)c;
}
inline void IVP_U_Float_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_Float_Point::quad_length() const {
return (k[0]*k[0] + k[1]*k[1] + k[2]*k[2]);
}
inline IVP_DOUBLE IVP_U_Float_Point::quad_distance_to(const IVP_U_Float_Point *p)const{
IVP_DOUBLE a = k[0] - p->k[0];
IVP_DOUBLE b = k[1] - p->k[1];
IVP_DOUBLE c = k[2] - p->k[2];
a *=a; b*= b; c*=c;
return a+b+c;
}
//////////////////////////////////////////////////////////////////////
inline IVP_DOUBLE IVP_U_Hesse::get_dist(const IVP_U_Float_Point *p) const {
return this->dot_product(p) + hesse_val;
}
inline IVP_DOUBLE IVP_U_Float_Hesse::get_dist(const IVP_U_Float_Point *p) const {
return this->dot_product(p) + hesse_val;
}
inline void IVP_U_Matrix::inline_vimult4( const IVP_U_Float_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_Float_Point *p_in, IVP_U_Float_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] = (IVP_FLOAT)a;p_out->k[1] = (IVP_FLOAT)b; p_out->k[2] = (IVP_FLOAT)c;
};
inline void IVP_U_Matrix3::inline_vimult3( const IVP_U_Float_Point *p_in, IVP_U_Float_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] = (IVP_FLOAT)a;p_out->k[1] = (IVP_FLOAT)b; p_out->k[2] = (IVP_FLOAT)c;
}; // eigentlich transformation
inline void IVP_U_Matrix::inline_vmult4(const IVP_U_Float_Point *p_in, IVP_U_Float_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] = (IVP_FLOAT)a;p_out->k[1] = (IVP_FLOAT)b; p_out->k[2] = (IVP_FLOAT)c;
}
void IVP_U_Float_Point::inline_calc_cross_product(const IVP_U_Float_Point *v1,const IVP_U_Float_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;
}
void IVP_U_Float_Point::inline_calc_cross_product_and_normize(const IVP_U_Float_Point *v1,const IVP_U_Float_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();
}
void IVP_U_Float_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)
{
#if 0
unsigned int adress;
unsigned int ali_adress;
adress=(unsigned int)tp0;
ali_adress=(adress & 0xfffffff0);
IVP_ASSERT(adress==ali_adress);
adress=(unsigned int)tp1;
ali_adress=(adress & 0xfffffff0);
IVP_ASSERT(adress==ali_adress);
adress=(unsigned int)tp2;
ali_adress=(adress & 0xfffffff0);
IVP_ASSERT(adress==ali_adress);
#endif
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;
}
inline void IVP_U_Quat::init(){
x = y = z = 0.0f;
w = 1.0f;
}
inline IVP_DOUBLE IVP_U_Quat::acos_quat(const IVP_U_Quat* q) const{ // acosinus between two quats
return x* q->x + y * q->y + z * q->z + w * q->w;
}
inline void IVP_U_Quat::inline_set_mult_quat(const IVP_U_Quat* q1,const IVP_U_Quat* q2) {
IVP_U_Quat *res=this;
IVP_DOUBLE xx,yy,zz,ww;
xx = q1->w * q2->x + q1->x * q2->w + q1->y * q2->z - q1->z * q2->y;
yy = q1->w * q2->y + q1->y * q2->w + q1->z * q2->x - q1->x * q2->z;
zz = q1->w * q2->z + q1->z * q2->w + q1->x * q2->y - q1->y * q2->x;
ww = q1->w * q2->w - q1->x * q2->x - q1->y * q2->y - q1->z * q2->z;
res->x = xx;
res->y = yy;
res->z = zz;
res->w = ww;
}
inline void IVP_U_Quat::inline_set_mult_quat(const IVP_U_Quat* q1,const IVP_U_Float_Quat* q2) {
IVP_U_Quat *res=this;
IVP_DOUBLE xx,yy,zz,ww;
xx = q1->w * q2->x + q1->x * q2->w + q1->y * q2->z - q1->z * q2->y;
yy = q1->w * q2->y + q1->y * q2->w + q1->z * q2->x - q1->x * q2->z;
zz = q1->w * q2->z + q1->z * q2->w + q1->x * q2->y - q1->y * q2->x;
ww = q1->w * q2->w - q1->x * q2->x - q1->y * q2->y - q1->z * q2->z;
res->x = xx;
res->y = yy;
res->z = zz;
res->w = ww;
}
void IVP_U_Quat::normize_correct_step(int steps) {
IVP_U_Quat *quat = this;
IVP_DOUBLE square = quat->x * quat->x + quat->y * quat->y + quat->z * quat->z + quat->w * quat->w;
square *= 0.5f;
IVP_DOUBLE factor = 1.5f - square;
if (steps > 1) factor += 0.5f - ( factor * factor * square );
if (steps > 2) factor += 0.5f - ( factor * factor * square );
if (steps > 3) factor += 0.5f - ( factor * factor * square );
if (steps > 4) factor += 0.5f - ( factor * factor * square );
if (steps > 5) factor += 0.5f - ( factor * factor * square );
quat->x *= factor;
quat->y *= factor;
quat->z *= factor;
quat->w *= factor;
}
void IVP_U_Float_Quat::set(const IVP_U_Quat *source){
x = (IVP_FLOAT)source->x;
y = (IVP_FLOAT)source->y;
z = (IVP_FLOAT)source->z;
w = (IVP_FLOAT)source->w;
}
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