/**
 * equivalent to ``shell_angle_to_dist(angle_normalized_v2v2(a, b))``
 */
MINLINE float shell_v2v2_normalized_to_dist(const float a[2], const float b[2])
{
	const float angle_cos = fabsf(dot_v2v2(a, b));
	BLI_ASSERT_UNIT_V2(a);
	BLI_ASSERT_UNIT_V2(b);
	return (UNLIKELY(angle_cos < SMALL_NUMBER)) ? 1.0f : (1.0f / angle_cos);
}
/**
 * equivalent to ``shell_angle_to_dist(angle_normalized_v2v2(a, b) / 2)``
 */
MINLINE float shell_v2v2_mid_normalized_to_dist(const float a[2], const float b[2])
{
	float angle_cos;
	float ab[2];
	BLI_ASSERT_UNIT_V2(a);
	BLI_ASSERT_UNIT_V2(b);
	add_v2_v2v2(ab, a, b);
	angle_cos = (normalize_v2(ab) != 0.0f) ? fabsf(dot_v2v2(a, ab)) : 0.0f;
	return (UNLIKELY(angle_cos < SMALL_NUMBER)) ? 1.0f : (1.0f / angle_cos);
}
Esempio n. 3
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float angle_normalized_v2v2(const float v1[2], const float v2[2])
{
	/* double check they are normalized */
	BLI_ASSERT_UNIT_V2(v1);
	BLI_ASSERT_UNIT_V2(v2);

	/* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
	if (dot_v2v2(v1, v2) >= 0.0f) {
		return 2.0f * saasin(len_v2v2(v1, v2) / 2.0f);
	}
	else {
		float v2_n[2];
		negate_v2_v2(v2_n, v2);
		return (float)M_PI - 2.0f * saasin(len_v2v2(v1, v2_n) / 2.0f);
	}
}
Esempio n. 4
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float angle_normalized_v2v2(const float v1[2], const float v2[2])
{
	/* double check they are normalized */
	BLI_ASSERT_UNIT_V2(v1);
	BLI_ASSERT_UNIT_V2(v2);

	/* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
	if (dot_v2v2(v1, v2) < 0.0f) {
		float vec[2];

		vec[0] = -v2[0];
		vec[1] = -v2[1];

		return (float)M_PI - 2.0f * saasin(len_v2v2(vec, v1) / 2.0f);
	}
	else
		return 2.0f * (float)saasin(len_v2v2(v2, v1) / 2.0f);
}
Esempio n. 5
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bool interp_v2_v2v2_slerp(float target[2], const float a[2], const float b[2], const float t)
{
	float cosom, w[2];

	BLI_ASSERT_UNIT_V2(a);
	BLI_ASSERT_UNIT_V2(b);

	cosom = dot_v2v2(a, b);

	/* direct opposites */
	if (UNLIKELY(cosom < (1.0f + FLT_EPSILON))) {
		return false;
	}

	interp_dot_slerp(t, cosom, w);

	target[0] = w[0] * a[0] + w[1] * b[0];
	target[1] = w[0] * a[1] + w[1] * b[1];

	return true;
}