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/*
* Copyright (C) 2020 Linux Studio Plugins Project <https://lsp-plug.in/>
* (C) 2020 Vladimir Sadovnikov <sadko4u@gmail.com>
*
* This file is part of lsp-dsp-lib
* Created on: 31 мар. 2020 г.
*
* lsp-dsp-lib is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* any later version.
*
* lsp-dsp-lib is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with lsp-dsp-lib. If not, see <https://www.gnu.org/licenses/>.
*/
#ifndef LSP_PLUG_IN_DSP_COMMON_3DMATH_H_
#define LSP_PLUG_IN_DSP_COMMON_3DMATH_H_
#include <lsp-plug.in/dsp/common/types.h>
#include <lsp-plug.in/dsp/common/3dmath/types.h>
/** Init point using coordinates
*
* @param p point to initialize
* @param x X coordinate
* @param y Y coordinate
* @param z Z coordinate
*/
LSP_DSP_LIB_SYMBOL(void, init_point_xyz, LSP_DSP_LIB_TYPE(point3d_t) *p, float x, float y, float z);
/** Init point using another point
*
* @param p point to initialize
* @param s source point
*/
LSP_DSP_LIB_SYMBOL(void, init_point, LSP_DSP_LIB_TYPE(point3d_t) *p, const LSP_DSP_LIB_TYPE(point3d_t) *s);
/** Normalize point coordinates
*
* @param p point to normalize
*/
LSP_DSP_LIB_SYMBOL(void, normalize_point, LSP_DSP_LIB_TYPE(point3d_t) *p);
/** Normalize point coordinates to specified radius-vector length
*
* @param p point to scale
* @param r radius-vector length
*/
LSP_DSP_LIB_SYMBOL(void, scale_point1, LSP_DSP_LIB_TYPE(point3d_t) *p, float r);
/** Scale point coordinates to match specified radius-vector length
*
* @param p point to store result
* @param s point to scale
* @param r radius-vector length
*/
LSP_DSP_LIB_SYMBOL(void, scale_point2, LSP_DSP_LIB_TYPE(point3d_t) *p, const LSP_DSP_LIB_TYPE(point3d_t) *s, float r);
/** Initialize vector
*
* @param v vector to initialize
* @param dx delta coordinate X
* @param dy delta coordinate Y
* @param dz delta coordinate Y
*/
LSP_DSP_LIB_SYMBOL(void, init_vector_dxyz, LSP_DSP_LIB_TYPE(vector3d_t) *v, float dx, float dy, float dz);
/** Initialize vector
*
* @param v destination vector
* @param s source vector
*/
LSP_DSP_LIB_SYMBOL(void, init_vector, LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(vector3d_t) *s);
/** Initialize vector
*
* @param v destination vector
* @param p1 start point of vector
* @param p2 end point of vector
*/
LSP_DSP_LIB_SYMBOL(void, init_vector_p2, LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2);
/** Initialize vector
*
* @param v destination vector
* @param pv array of two points
*/
LSP_DSP_LIB_SYMBOL(void, init_vector_pv, LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(point3d_t) *pv);
/** Initialize normal vector
*
* @param v vector to initialize
* @param x1 point 1 x
* @param y1 point 1 y
* @param z1 point 1 z
* @param x2 point 2 x
* @param y2 point 2 y
* @param z2 point 2 z
*/
LSP_DSP_LIB_SYMBOL(void, init_normal3d_xyz, LSP_DSP_LIB_TYPE(vector3d_t) *v, float x1, float y1, float z1, float x2, float y2, float z2);
/** Initialize normal vector
*
* @param v vector to initialize
* @param dx delta coordinate X
* @param dy delta coordinate Y
* @param dz delta coordinate Y
*/
LSP_DSP_LIB_SYMBOL(void, init_normal3d_dxyz, LSP_DSP_LIB_TYPE(vector3d_t) *v, float dx, float dy, float dz);
/** Initialize normal vector
*
* @param p source vector
* @param s destination vector
*/
LSP_DSP_LIB_SYMBOL(void, init_normal3d, LSP_DSP_LIB_TYPE(vector3d_t) *p, const LSP_DSP_LIB_TYPE(vector3d_t) *s);
/** Normalize vector
*
* @param v vector to normalize
*/
LSP_DSP_LIB_SYMBOL(void, normalize_vector, LSP_DSP_LIB_TYPE(vector3d_t) *m);
/** Normalize vector
*
* @param v vector to store normalized value
* @param src source vector to normalize
*/
LSP_DSP_LIB_SYMBOL(void, normalize_vector2, LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(vector3d_t) *src);
/**
* Flip vector coordinates
* @param v vector to flip
*/
LSP_DSP_LIB_SYMBOL(void, flip_vector_v1, LSP_DSP_LIB_TYPE(vector3d_t) *v);
/**
* Flip vector coordinates
* @param v vector to store result
* @param sv source vector
*/
LSP_DSP_LIB_SYMBOL(void, flip_vector_v2, LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(vector3d_t) *sv);
/** Scale vector coordinates to match specified radius-vector length
*
* @param v vector to scale
* @param r radius-vector length
*/
LSP_DSP_LIB_SYMBOL(void, scale_vector1, LSP_DSP_LIB_TYPE(vector3d_t) *v, float r);
/** Scale vector coordinates to match specified radius-vector length
*
* @param v vector to store result
* @param s vector to scale
* @param r radius-vector length
*/
LSP_DSP_LIB_SYMBOL(void, scale_vector2, LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(vector3d_t) *s, float r);
/** Calculate vector multiplications
*
* @param r vector to store result
* @param v1 vector 1
* @param v2 vector 2
*/
LSP_DSP_LIB_SYMBOL(void, vector_mul_v2, LSP_DSP_LIB_TYPE(vector3d_t) *r, const LSP_DSP_LIB_TYPE(vector3d_t) *v1, const LSP_DSP_LIB_TYPE(vector3d_t) *v2);
/** Calculate vector multiplications
*
* @param r vector to store result
* @param vv array of two vectors to multiply
*/
LSP_DSP_LIB_SYMBOL(void, vector_mul_vv, LSP_DSP_LIB_TYPE(vector3d_t) *r, const LSP_DSP_LIB_TYPE(vector3d_t) *vv);
/** Init segment using coordinates of 2 points
*
* @param s segment to initialize
* @param x0 point 1 X coordinate
* @param y0 point 1 Y coordinate
* @param z0 point 1 Z coordinate
* @param x1 point 2 X coordinate
* @param y1 point 2 Y coordinate
* @param z1 point 2 Z coordinate
*/
LSP_DSP_LIB_SYMBOL(void, init_segment_xyz, LSP_DSP_LIB_TYPE(segment3d_t) *s,
float x0, float y0, float z0,
float x1, float y1, float z1
);
/** Init segment using two points
*
* @param s segment to initialize
* @param p1 point 1
* @param p2 point 2
*/
LSP_DSP_LIB_SYMBOL(void, init_segment_p2, LSP_DSP_LIB_TYPE(segment3d_t) *s, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2);
/** Init segment using array of two points
*
* @param s segment to initialize
* @param p array of points
*/
LSP_DSP_LIB_SYMBOL(void, init_segment_pv, LSP_DSP_LIB_TYPE(segment3d_t) *s, const LSP_DSP_LIB_TYPE(point3d_t) *p);
/** Initialize matrix (make copy)
*
* @param dst destination matrix
* @param src source matrix
*/
LSP_DSP_LIB_SYMBOL(void, init_matrix3d, LSP_DSP_LIB_TYPE(matrix3d_t) *dst, const LSP_DSP_LIB_TYPE(matrix3d_t) *src);
/** Zero matrix
*
* @param m target matrix
*/
LSP_DSP_LIB_SYMBOL(void, init_matrix3d_zero, LSP_DSP_LIB_TYPE(matrix3d_t) *m);
/** Fill matrix with ones
*
* @param m target matrix
*/
LSP_DSP_LIB_SYMBOL(void, init_matrix3d_one, LSP_DSP_LIB_TYPE(matrix3d_t) *m);
/** Fill matrix with identity values
*
* @param m matrix
*/
LSP_DSP_LIB_SYMBOL(void, init_matrix3d_identity, LSP_DSP_LIB_TYPE(matrix3d_t) *m);
/** Init matrix translation
*
* @param m matrix
* @param dx translation X
* @param dy translation Y
* @param dz translation Z
*/
LSP_DSP_LIB_SYMBOL(void, init_matrix3d_translate, LSP_DSP_LIB_TYPE(matrix3d_t) *m, float dx, float dy, float dz);
/** Init matrix translation
*
* @param m matrix
* @param p point that defines translation
*/
LSP_DSP_LIB_SYMBOL(void, init_matrix3d_translate_p1, LSP_DSP_LIB_TYPE(matrix3d_t) *m, const LSP_DSP_LIB_TYPE(point3d_t) *p);
/**
* Init matrix translation
* @param m matrix
* @param v vector that defines translation
*/
LSP_DSP_LIB_SYMBOL(void, init_matrix3d_translate_v1, LSP_DSP_LIB_TYPE(matrix3d_t) *m, const LSP_DSP_LIB_TYPE(vector3d_t) *v);
/** Init matrix scale
*
* @param m matrix
* @param sx size X
* @param sy size Y
* @param sz size Z
*/
LSP_DSP_LIB_SYMBOL(void, init_matrix3d_scale, LSP_DSP_LIB_TYPE(matrix3d_t) *m, float sx, float sy, float sz);
/** Initialize rotation matrix around X axis
*
* @param m matrix
* @param angle angle
*/
LSP_DSP_LIB_SYMBOL(void, init_matrix3d_rotate_x, LSP_DSP_LIB_TYPE(matrix3d_t) *m, float angle);
/** Initialize rotation matrix around Y axis
*
* @param m matrix
* @param angle angle
*/
LSP_DSP_LIB_SYMBOL(void, init_matrix3d_rotate_y, LSP_DSP_LIB_TYPE(matrix3d_t) *m, float angle);
/** Initialize rotation matrix around Z axis
*
* @param m matrix
* @param angle angle
*/
LSP_DSP_LIB_SYMBOL(void, init_matrix3d_rotate_z, LSP_DSP_LIB_TYPE(matrix3d_t) *m, float angle);
/** Initialize rotation matrix around vector
*
* @param m matrix
* @param x vector X
* @param y vector Y
* @param z vector Z
* @param angle angle
*/
LSP_DSP_LIB_SYMBOL(void, init_matrix3d_rotate_xyz, LSP_DSP_LIB_TYPE(matrix3d_t) *m, float x, float y, float z, float angle);
/**
* Initialize projection matrix according to the glFrustum() specification
* @param m target matrix to store values
* @param left coordinates for the left vertical clipping plane
* @param right coordinates for the right vertical clipping plane
* @param bottom coordinates for the bottom clipping plane
* @param top coordinates for the top clipping plane
* @param near distance to the near clipping plane
* @param far distance to the far clipping plane
*/
LSP_DSP_LIB_SYMBOL(void, init_matrix3d_frustum, LSP_DSP_LIB_TYPE(matrix3d_t) *m, float left, float right, float bottom, float top, float near, float far);
/**
* Initialize matrix similar to gluPerspective()
* @param m target matrix to store values
* @param pov point-of view coordinates
* @param fwd direction of view (vector)
* @param up the up vector
*/
LSP_DSP_LIB_SYMBOL(void, init_matrix3d_lookat_p1v2, LSP_DSP_LIB_TYPE(matrix3d_t) *m, const LSP_DSP_LIB_TYPE(point3d_t) *pov, const LSP_DSP_LIB_TYPE(vector3d_t) *fwd, const LSP_DSP_LIB_TYPE(vector3d_t) *up);
/**
* Initialize matrix similar to gluPerspective()
* @param m target matrix to store values
* @param pov point-of view coordinates
* @param pod point-of-destination coordinates
* @param up the up vector
*/
LSP_DSP_LIB_SYMBOL(void, init_matrix3d_lookat_p2v1, LSP_DSP_LIB_TYPE(matrix3d_t) *m, const LSP_DSP_LIB_TYPE(point3d_t) *pov, const LSP_DSP_LIB_TYPE(point3d_t) *pod, const LSP_DSP_LIB_TYPE(vector3d_t) *up);
/**
* Initialize matrix that changes ortogonal orientation
* @param m matrix to initialize
* @param orientation axis orientation
*/
LSP_DSP_LIB_SYMBOL(void, init_matrix3d_orientation, LSP_DSP_LIB_TYPE(matrix3d_t) *m, LSP_DSP_LIB_TYPE(axis_orientation_t) orientation);
/**
* Compute tranfromation matrix from point and vector data which provides:
* - position of the object (point)
* - direction of the object (vector)
* - scale of the object (length of vector)
* After applying this matrix, the point with coordinates (0, 0, 1)
* will have coordinates (p.x + v.dx, p.y + v.dy, p.z + v.dz)
*
* @param m target matrix
* @param p point that indicates position of the object
* @param v vector that indicates rotation and size of the object
*/
LSP_DSP_LIB_SYMBOL(void, calc_matrix3d_transform_p1v1, LSP_DSP_LIB_TYPE(matrix3d_t) *m, const LSP_DSP_LIB_TYPE(point3d_t) *p, const LSP_DSP_LIB_TYPE(vector3d_t) *v);
/**
* Compute tranfromation matrix from ray data which provides:
* - position of the object (point)
* - direction of the object (vector)
* - scale of the object (length of vector)
* After applying this matrix, the point with coordinates (0, 0, 1)
* will have coordinates (r.z.x + r.v.dx, r.z.y + r.v.dy, r.z.z + r.v.dz)
* @param m target matrix
* @param r ray that indicates position, rotation and size of the object
*/
LSP_DSP_LIB_SYMBOL(void, calc_matrix3d_transform_r1, LSP_DSP_LIB_TYPE(matrix3d_t) *m, const LSP_DSP_LIB_TYPE(ray3d_t) *r);
/** Apply matrix to vector
*
* @param r target vector
* @param v source vector
* @param m matrix
*/
LSP_DSP_LIB_SYMBOL(void, apply_matrix3d_mv2, LSP_DSP_LIB_TYPE(vector3d_t) *r, const LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(matrix3d_t) *m);
/** Apply matrix to vector
*
* @param r target vector
* @param m matrix
*/
LSP_DSP_LIB_SYMBOL(void, apply_matrix3d_mv1, LSP_DSP_LIB_TYPE(vector3d_t) *r, const LSP_DSP_LIB_TYPE(matrix3d_t) *m);
/** Apply matrix to point
*
* @param r target point
* @param v source point
* @param m matrix
*/
LSP_DSP_LIB_SYMBOL(void, apply_matrix3d_mp2, LSP_DSP_LIB_TYPE(point3d_t) *r, const LSP_DSP_LIB_TYPE(point3d_t) *p, const LSP_DSP_LIB_TYPE(matrix3d_t) *m);
/** Apply matrix to point
*
* @param r target point
* @param m matrix
*/
LSP_DSP_LIB_SYMBOL(void, apply_matrix3d_mp1, LSP_DSP_LIB_TYPE(point3d_t) *r, const LSP_DSP_LIB_TYPE(matrix3d_t) *m);
/** Apply matrix to matrix (calculate matrix multiplication)
*
* @param r target matrix
* @param s source matrix
* @param m matrix
*/
LSP_DSP_LIB_SYMBOL(void, apply_matrix3d_mm2, LSP_DSP_LIB_TYPE(matrix3d_t) *r, const LSP_DSP_LIB_TYPE(matrix3d_t) *s, const LSP_DSP_LIB_TYPE(matrix3d_t) *m);
/** Apply matrix to matrix (calculate matrix multiplication)
*
* @param r target matrix
* @param m matrix
*/
LSP_DSP_LIB_SYMBOL(void, apply_matrix3d_mm1, LSP_DSP_LIB_TYPE(matrix3d_t) *r, const LSP_DSP_LIB_TYPE(matrix3d_t) *m);
/** Transpose matrix
*
* @param r target matrix
*/
LSP_DSP_LIB_SYMBOL(void, transpose_matrix3d1, LSP_DSP_LIB_TYPE(matrix3d_t) *r);
/** Transpose matrix
*
* @param r target matrix
* @param m source matrix
*/
LSP_DSP_LIB_SYMBOL(void, transpose_matrix3d2, LSP_DSP_LIB_TYPE(matrix3d_t) *r, const LSP_DSP_LIB_TYPE(matrix3d_t) *m);
/** Initialize ray using coordinates of 2 points
*
* @param l ray to initialize
* @param x0 source point X coordinate
* @param y0 source point Y coordinate
* @param z0 source point Z coordinate
* @param x1 destination point X coordinate
* @param y1 destination point X coordinate
* @param z1 destination point X coordinate
*/
LSP_DSP_LIB_SYMBOL(void, init_ray_xyz, LSP_DSP_LIB_TYPE(ray3d_t) *l, float x0, float y0, float z0, float x1, float y1, float z1);
/** Initialize ray using coordinate of start point and direction vector
*
* @param l ray to initialize
* @param x0 source point X coordinate
* @param y0 source point Y coordinate
* @param z0 source point Z coordinate
* @param dx direction vector X projection
* @param dy direction vector Y projection
* @param dz direction vector Z projection
*/
LSP_DSP_LIB_SYMBOL(void, init_ray_dxyz, LSP_DSP_LIB_TYPE(ray3d_t) *l, float x0, float y0, float z0, float dx, float dy, float dz);
/** Initialize ray using point and vector object
*
* @param l ray to initialize
* @param p source point
* @param v direction vector
*/
LSP_DSP_LIB_SYMBOL(void, init_ray_pdv, LSP_DSP_LIB_TYPE(ray3d_t) *l, const LSP_DSP_LIB_TYPE(point3d_t) *p, const LSP_DSP_LIB_TYPE(vector3d_t) *m);
/** Initialize ray using two points
*
* @param l ray to initialize
* @param p1 source point
* @param p2 destination point
*/
LSP_DSP_LIB_SYMBOL(void, init_ray_p2, LSP_DSP_LIB_TYPE(ray3d_t) *l, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2);
/** Initialize ray using array of two points
*
* @param l ray to initialize
* @param p array of two points to initialize
*/
LSP_DSP_LIB_SYMBOL(void, init_ray_pv, LSP_DSP_LIB_TYPE(ray3d_t) *l, const LSP_DSP_LIB_TYPE(point3d_t) *p);
/** Initialize ray using another ray
*
* @param l ray to initialize
* @param r source ray
*/
LSP_DSP_LIB_SYMBOL(void, init_ray, LSP_DSP_LIB_TYPE(ray3d_t) *l, const LSP_DSP_LIB_TYPE(ray3d_t) *r);
/** Calculate ray using coordinates of 2 points
*
* @param l ray to initialize
* @param x0 source point X coordinate
* @param y0 source point Y coordinate
* @param z0 source point Z coordinate
* @param x1 destination point X coordinate
* @param y1 destination point X coordinate
* @param z1 destination point X coordinate
*/
LSP_DSP_LIB_SYMBOL(void, calc_ray_xyz, LSP_DSP_LIB_TYPE(ray3d_t) *l, float x0, float y0, float z0, float x1, float y1, float z1);
/** Calculate ray using coordinate of start point and direction vector
*
* @param l ray to initialize
* @param x0 source point X coordinate
* @param y0 source point Y coordinate
* @param z0 source point Z coordinate
* @param dx direction vector X projection
* @param dy direction vector Y projection
* @param dz direction vector Z projection
*/
LSP_DSP_LIB_SYMBOL(void, calc_ray_dxyz, LSP_DSP_LIB_TYPE(ray3d_t) *l, float x0, float y0, float z0, float dx, float dy, float dz);
/** Calculate ray using another ray
*
* @param l ray to initialize
* @param r source ray
*/
LSP_DSP_LIB_SYMBOL(void, calc_ray_pdv, LSP_DSP_LIB_TYPE(ray3d_t) *l, const LSP_DSP_LIB_TYPE(point3d_t) *p, const LSP_DSP_LIB_TYPE(vector3d_t) *m);
/** Calculate ray using two points
*
* @param l ray to initialize
* @param p1 source point
* @param p2 destination point
*/
LSP_DSP_LIB_SYMBOL(void, calc_ray_p2, LSP_DSP_LIB_TYPE(ray3d_t) *l, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2);
/** Calculate ray using array of two points
*
* @param l ray to initialize
* @param p array of two points to initialize
*/
LSP_DSP_LIB_SYMBOL(void, calc_ray_pv, LSP_DSP_LIB_TYPE(ray3d_t) *l, const LSP_DSP_LIB_TYPE(point3d_t) *p);
/** Calculate ray using another ray
*
* @param l ray to initialize
* @param r source ray
*/
LSP_DSP_LIB_SYMBOL(void, calc_ray, LSP_DSP_LIB_TYPE(ray3d_t) *l, const LSP_DSP_LIB_TYPE(ray3d_t) *r);
/** Calculate triangle normal and edge lengths
*
* @param t triangle
*/
LSP_DSP_LIB_SYMBOL(void, calc_triangle3d_params, LSP_DSP_LIB_TYPE(triangle3d_t) *t);
/** Initialize triangle using coordinates of 3 points,
* fill normal vector with zeros
*
* @param t triangle to initialize
* @param x0 point 1 X coordinate
* @param y0 point 1 Y coordinate
* @param z0 point 1 Z coordinate
* @param x1 point 2 X coordinate
* @param y1 point 2 Y coordinate
* @param z1 point 2 Z coordinate
* @param x2 point 3 X coordinate
* @param y2 point 3 Y coordinate
* @param z2 point 3 Z coordinate
*/
LSP_DSP_LIB_SYMBOL(void, init_triangle3d_xyz, LSP_DSP_LIB_TYPE(triangle3d_t) *t,
float x0, float y0, float z0,
float x1, float y1, float z1,
float x2, float y2, float z2
);
/** Initialize triangle using 3 points,
* fill normal vector with zeros
*
* @param t triangle to initialize
* @param p1 point 1
* @param p2 point 2
* @param p3 point 3
*/
LSP_DSP_LIB_SYMBOL(void, init_triangle3d_p3,
LSP_DSP_LIB_TYPE(triangle3d_t) *t,
const LSP_DSP_LIB_TYPE(point3d_t) *p1,
const LSP_DSP_LIB_TYPE(point3d_t) *p2,
const LSP_DSP_LIB_TYPE(point3d_t) *p3
);
/** Initialize triangle using array of 3 points,
* fill normal vector with zeros
*
* @param t triangle to initialize
* @param p array of 3 points
*/
LSP_DSP_LIB_SYMBOL(void, init_triangle3d_pv,
LSP_DSP_LIB_TYPE(triangle3d_t) *t,
const LSP_DSP_LIB_TYPE(point3d_t) *p
);
/** Initialize triangle from another triangle
*
* @param dst destination triangle
* @param src source triangle
*/
LSP_DSP_LIB_SYMBOL(void, init_triangle3d, LSP_DSP_LIB_TYPE(triangle3d_t) *dst, const LSP_DSP_LIB_TYPE(triangle3d_t) *src);
/** Initialize triangle using coordinates of 3 points,
* calculate normal vector
*
* @param t triangle to initialize
* @param x0 point 1 X coordinate
* @param y0 point 1 Y coordinate
* @param z0 point 1 Z coordinate
* @param x1 point 2 X coordinate
* @param y1 point 2 Y coordinate
* @param z1 point 2 Z coordinate
* @param x2 point 3 X coordinate
* @param y2 point 3 Y coordinate
* @param z2 point 3 Z coordinate
*/
LSP_DSP_LIB_SYMBOL(void, calc_triangle3d_xyz, LSP_DSP_LIB_TYPE(triangle3d_t) *t,
float x0, float y0, float z0,
float x1, float y1, float z1,
float x2, float y2, float z2
);
/** Initialize triangle using 3 points,
* calculate normal vector
*
* @param t triangle to initialize
* @param p1 point 1
* @param p2 point 2
* @param p3 point 3
*/
LSP_DSP_LIB_SYMBOL(void, calc_triangle3d_p3,
LSP_DSP_LIB_TYPE(triangle3d_t) *t,
const LSP_DSP_LIB_TYPE(point3d_t) *p1,
const LSP_DSP_LIB_TYPE(point3d_t) *p2,
const LSP_DSP_LIB_TYPE(point3d_t) *p3
);
/** Initialize triangle using array of 3 points,
* calculate normal vector
*
* @param t triangle to initialize
* @param p array of 3 points
*/
LSP_DSP_LIB_SYMBOL(void, calc_triangle3d_pv,
LSP_DSP_LIB_TYPE(triangle3d_t) *t,
const LSP_DSP_LIB_TYPE(point3d_t) *p
);
/** Init triangle from another triangle,
* calculate normal vector
*
* @param dst destination triangle
* @param src source triangle
*/
LSP_DSP_LIB_SYMBOL(void, calc_triangle3d, LSP_DSP_LIB_TYPE(triangle3d_t) *dst, const LSP_DSP_LIB_TYPE(triangle3d_t) *src);
/** Analyze that two vectors and the normal vector organize the left triplet
*
* @param p1 start point of the first vector
* @param p2 end point of the first vector, start point of the second vector
* @param p3 end point of the second vector
* @param n normal vector
* @return value greater than zero if left triplet, less than zero if right triplet, zero if not triplet
*/
LSP_DSP_LIB_SYMBOL(float, check_triplet3d_p3n, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2, const LSP_DSP_LIB_TYPE(point3d_t) *p3, const LSP_DSP_LIB_TYPE(vector3d_t) *n);
/** Analyze that two vectors and the normal vector organize the left triplet
*
* @param pv array of three points, each previous point is start of vector, each next point is end of vector
* @param n normal vector
* @return value greater than zero if left triplet, less than zero if right triplet, zero if not triplet
*/
LSP_DSP_LIB_SYMBOL(float, check_triplet3d_pvn, const LSP_DSP_LIB_TYPE(point3d_t) *pv, const LSP_DSP_LIB_TYPE(vector3d_t) *n);
/** Analyze that two vectors and the normal vector organize the left triplet
*
* @param v1 first vector
* @param v2 second vector
* @param n normal vector
* @return value greater than zero if left triplet, less than zero if right triplet, zero if not triplet
*/
LSP_DSP_LIB_SYMBOL(float, check_triplet3d_v2n, const LSP_DSP_LIB_TYPE(vector3d_t) *v1, const LSP_DSP_LIB_TYPE(vector3d_t) *v2, const LSP_DSP_LIB_TYPE(vector3d_t) *n);
/** Analyze that two vectors and the normal vector organize the left triplet
*
* @param v array of two vectors
* @param n normal vector
* @return value greater than zero if left triplet, less than zero if right triplet, zero if not triplet
*/
LSP_DSP_LIB_SYMBOL(float, check_triplet3d_vvn, const LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(vector3d_t) *n);
/** Analyze that three vectors organize the left triplet
*
* @param v array of three vectors
* @param n normal vector
* @return value greater than zero if left triplet, less than zero if right triplet, zero if not triplet
*/
LSP_DSP_LIB_SYMBOL(float, check_triplet3d_vv, const LSP_DSP_LIB_TYPE(vector3d_t) *v);
/** Analyze that triangle vectors and normal vector of triangle organize the left triplet
*
* @param t triganle
* @return value greater than zero if left triplet, less than zero if right triplet, zero if not triplet
*/
LSP_DSP_LIB_SYMBOL(float, check_triplet3d_t, const LSP_DSP_LIB_TYPE(triangle3d_t) *t);
/** Analyze that triangle vectors and normal vector organize the left triplet
*
* @param t triganle
* @param n normal vector
* @return value greater than zero if left triplet, less than zero if right triplet, zero if not triplet
*/
LSP_DSP_LIB_SYMBOL(float, check_triplet3d_tn, const LSP_DSP_LIB_TYPE(triangle3d_t) *t, const LSP_DSP_LIB_TYPE(vector3d_t) *n);
/** Analyze point location relative to the triangle
*
* @param t triangle
* @param p point
* @return value > 0 if point is candidate to be inside the triangle,
* value < 0 if point is candidate to be outside the triangle,
* value = 0 if point is on the edge of triangle
*/
LSP_DSP_LIB_SYMBOL(float, check_point3d_on_triangle_tp, const LSP_DSP_LIB_TYPE(triangle3d_t) *t, const LSP_DSP_LIB_TYPE(point3d_t) *p);
/** Analyze point location relative to the triangle of three points
*
* @param t array of three triangle points
* @param p point
* @return value > 0 if point is candidate to be inside the triangle,
* value < 0 if point is candidate to be outside the triangle,
* value = 0 if point is on the edge of triangle
*/
LSP_DSP_LIB_SYMBOL(float, check_point3d_on_triangle_pvp, const LSP_DSP_LIB_TYPE(point3d_t) *t, const LSP_DSP_LIB_TYPE(point3d_t) *p);
/** Analyze point location relative to the triangle of three points
*
* @param p1 triangle point 1
* @param p2 triangle point 2
* @param p3 triangle point 3
* @param p point
* @return value > 0 if point is candidate to be inside the triangle,
* value < 0 if point is candidate to be outside the triangle,
* value = 0 if point is on the edge of triangle
*/
LSP_DSP_LIB_SYMBOL(float, check_point3d_on_triangle_p3p, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2, const LSP_DSP_LIB_TYPE(point3d_t) *p3, const LSP_DSP_LIB_TYPE(point3d_t) *p);
/** Return the index of longest edge between three points
*
* @param p1 point 1
* @param p2 point 2
* @param p3 point 3
* @return 0 if edge between points 1 and 2 is longest, 1 if between points 2 and 3, 2 if between ponts 3 and 1
*/
LSP_DSP_LIB_SYMBOL(size_t, longest_edge3d_p3, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2, const LSP_DSP_LIB_TYPE(point3d_t) *p3);
/** Return the index of longest edge between three points
*
* @param p array of points
* @return 0 if edge between points 0 and 1 is longest, 1 if between points 1 and 2, 2 if between ponts 2 and 0
*/
LSP_DSP_LIB_SYMBOL(size_t, longest_edge3d_pv, const LSP_DSP_LIB_TYPE(point3d_t) *p);
/** Find intersection of ray and triangle
*
* @param ip intersection point to store result
* @param l ray to test intersection
* @param t pre-calculated triangle to check (with plane equation)
* @return actual distance between ray start point and intersection point.
* If value is less than zero, then there is no intersection
*/
LSP_DSP_LIB_SYMBOL(float, find_intersection3d_rt, LSP_DSP_LIB_TYPE(point3d_t) *ip, const LSP_DSP_LIB_TYPE(ray3d_t) *l, const LSP_DSP_LIB_TYPE(triangle3d_t) *t);
/** Calculate angle between two vectors
*
* @param v1 vector 1
* @param v2 vector 2
* @return cosine of angle between two vectors [-1..1]
*/
LSP_DSP_LIB_SYMBOL(float, calc_angle3d_v2, const LSP_DSP_LIB_TYPE(vector3d_t) *v1, const LSP_DSP_LIB_TYPE(vector3d_t) *v2);
/** Calculate angle between two vectors
*
* @param v array of two vectors
* @return cosine of angle between two vectors [-1..1]
*/
LSP_DSP_LIB_SYMBOL(float, calc_angle3d_vv, const LSP_DSP_LIB_TYPE(vector3d_t) *v);
/** Calculate normal for triangle described by three points
*
* @param n normal
* @param p1 point 1
* @param p2 point 2
* @param p3 point 3
*/
LSP_DSP_LIB_SYMBOL(void, calc_normal3d_p3, LSP_DSP_LIB_TYPE(vector3d_t) *n, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2, const LSP_DSP_LIB_TYPE(point3d_t) *p3);
/** Calculate normal for triangle described by array of three points
*
* @param n normal
* @param pv array of three points
*/
LSP_DSP_LIB_SYMBOL(void, calc_normal3d_pv, LSP_DSP_LIB_TYPE(vector3d_t) *n, const LSP_DSP_LIB_TYPE(point3d_t) *pv);
/** Calculate normal for triangle described by two vectors
*
* @param n normal
* @param v1 vector 1
* @param v2 vector 2
*/
LSP_DSP_LIB_SYMBOL(void, calc_normal3d_v2, LSP_DSP_LIB_TYPE(vector3d_t) *n, const LSP_DSP_LIB_TYPE(vector3d_t) *v1, const LSP_DSP_LIB_TYPE(vector3d_t) *v2);
/** Calculate normal for triangle described by array two vectors
*
* @param n normal
* @param vv array of two vectors
*/
LSP_DSP_LIB_SYMBOL(void, calc_normal3d_vv, LSP_DSP_LIB_TYPE(vector3d_t) *n, const LSP_DSP_LIB_TYPE(vector3d_t) *vv);
/** Move point between two other points: p = p1 + (p2 - p1) * k
*
* @param p target to store result
* @param p1 point 1
* @param p2 point 2
* @param k movement
*/
LSP_DSP_LIB_SYMBOL(void, move_point3d_p2, LSP_DSP_LIB_TYPE(point3d_t) *p, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2, float k);
/** Move point between two other points: p = p1 + (p2 - p1) * k
*
* @param p point to move
* @param pv array of two points
* @param k movement
*/
LSP_DSP_LIB_SYMBOL(void, move_point3d_pv, LSP_DSP_LIB_TYPE(point3d_t) *p, const LSP_DSP_LIB_TYPE(point3d_t) *pv, float k);
/**
* Add vector to point
* @param p point
* @param dv vector to add
*/
LSP_DSP_LIB_SYMBOL(void, add_vector_pv1, LSP_DSP_LIB_TYPE(point3d_t) *p, const LSP_DSP_LIB_TYPE(vector3d_t) *dv);
/**
* Add vector to point
* @param p point
* @param dv vector to add
*/
LSP_DSP_LIB_SYMBOL(void, add_vector_pv2, LSP_DSP_LIB_TYPE(point3d_t) *p, const LSP_DSP_LIB_TYPE(point3d_t) *sp, const LSP_DSP_LIB_TYPE(vector3d_t) *dv);
/**
* Add scaled vector to point: p = p + dv * k
* @param p target point
* @param dv vector to add
* @param k scale factor
*/
LSP_DSP_LIB_SYMBOL(void, add_vector_pvk1, LSP_DSP_LIB_TYPE(point3d_t) *p, const LSP_DSP_LIB_TYPE(vector3d_t) *dv, float k);
/**
* Add scaled vector to point: p = sp + dv * k
* @param p point
* @param sp source point
* @param dv vector to add
* @param k scale factor
*/
LSP_DSP_LIB_SYMBOL(void, add_vector_pvk2, LSP_DSP_LIB_TYPE(point3d_t) *p, const LSP_DSP_LIB_TYPE(point3d_t) *sp, const LSP_DSP_LIB_TYPE(vector3d_t) *dv, float k);
/**
* Compute bounding box around object
* @param b bounding box object
* @param p array of object vertexes
* @param n number of vertexes in object
*/
LSP_DSP_LIB_SYMBOL(void, calc_bound_box, LSP_DSP_LIB_TYPE(bound_box3d_t) *b, const LSP_DSP_LIB_TYPE(point3d_t) *p, size_t n);
/**
* Compute plane equation using three points
* @param v pointer to store plane equation
* @param p0 point 0
* @param p1 point 1
* @param p2 point 2
* @return the length of the original normal vector
*/
LSP_DSP_LIB_SYMBOL(float, calc_plane_p3, LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(point3d_t) *p0, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2);
/**
* Compute plane equation using three points
* @param v pointer to store plane equation
* @param pv array of three points that lay on the plane
* @return the length of the original normal vector
*/
LSP_DSP_LIB_SYMBOL(float, calc_plane_pv, LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(point3d_t) *pv);
/**
* Compute plane equation using vector and two points
* @param v vector to store plane equation
* @param v0 vector
* @param p0 point 0
* @param p1 point 1
* @return the length of the original normal vector
*/
LSP_DSP_LIB_SYMBOL(float, calc_plane_v1p2, LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(vector3d_t) *v0, const LSP_DSP_LIB_TYPE(point3d_t) *p0, const LSP_DSP_LIB_TYPE(point3d_t) *p1);
/**
* Orient plane to have source point below the plane
* @param v target plane equation vector
* @param sp source point
* @param pl source plane equation vector
* @return distance from point to the plane
*/
LSP_DSP_LIB_SYMBOL(float, orient_plane_v1p1, LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(point3d_t) *sp, const LSP_DSP_LIB_TYPE(vector3d_t) *pl);
/**
* Compute plane equation using three points and set the proper direction so the orienting point is always 'below'
* the plane
* @param v pointer to store plane equation
* @param sp orienting point
* @param p0 point 0
* @param p1 point 1
* @param p2 point 2
* @return the length of the original normal vector
*/
LSP_DSP_LIB_SYMBOL(float, calc_oriented_plane_p3, LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(point3d_t) *sp, const LSP_DSP_LIB_TYPE(point3d_t) *p0, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2);
/**
* Compute plane equation using three points and set the proper direction so the orienting point is always 'below'
* the plane
* @param v pointer to store plane equation
* @param sp orienting point
* @param pv array of three points that lay on the plane
* @return the length of the original normal vector
*/
LSP_DSP_LIB_SYMBOL(float, calc_oriented_plane_pv, LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(point3d_t) *sp, const LSP_DSP_LIB_TYPE(point3d_t) *pv);
/**
* Compute plane equation using three points and set the proper direction so the orienting point is always 'above'
* the plane
* @param v pointer to store plane equation
* @param sp orienting point
* @param p0 point 0
* @param p1 point 1
* @param p2 point 2
* @return the length of the original normal vector
*/
LSP_DSP_LIB_SYMBOL(float, calc_rev_oriented_plane_p3, LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(point3d_t) *sp, const LSP_DSP_LIB_TYPE(point3d_t) *p0, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2);
/**
* Compute plane equation using three points and set the proper direction so the orienting point is always 'above'
* the plane
* @param v pointer to store plane equation
* @param sp orienting point
* @param pv array of three points that lay on the plane
* @return the length of the original normal vector
*/
LSP_DSP_LIB_SYMBOL(float, calc_rev_oriented_plane_pv, LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(point3d_t) *sp, const LSP_DSP_LIB_TYPE(point3d_t) *pv);
/**
* Compute plane equation for parallel plane that contains sp and pp points and is parallel to the line formed from p0 and p1 points
* @param v pointer to store plane equation
* @param sp source (projection) point
* @param pp point that lays on the plane
* @param p0 line point 0
* @param p1 line point 1
* @return the length of the original normal vector
*/
LSP_DSP_LIB_SYMBOL(float, calc_parallel_plane_p2p2, LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(point3d_t) *sp, const LSP_DSP_LIB_TYPE(point3d_t) *pp, const LSP_DSP_LIB_TYPE(point3d_t) *p0, const LSP_DSP_LIB_TYPE(point3d_t) *p1);
/**
* Estimate the area of parallelogram formed by three points
* @param p0 point 0
* @param p1 point 1
* @param p2 point 2
* @return area of parallelogram
*/
LSP_DSP_LIB_SYMBOL(float, calc_area_p3, const LSP_DSP_LIB_TYPE(point3d_t) *p0, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2);
/**
* Estimate the area of parallelogram formed by three points
* @param pv array of three points that form prarallelogram
* @return area of parallelogram
*/
LSP_DSP_LIB_SYMBOL(float, calc_area_pv, const LSP_DSP_LIB_TYPE(point3d_t) *pv);
/**
* Return length of the projection of the point on the line
* @param p0 projection line point 0
* @param p1 projection line point 1
* @param pp projected point
* @return length of the projection of the point on the line
*/
LSP_DSP_LIB_SYMBOL(float, projection_length_p2, const LSP_DSP_LIB_TYPE(point3d_t) *p0, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *pp);
/**
* Return length of the projection of the vector on another vector
* @param v projection vector
* @param pv projected vector
* @return length of the projection of the vector on another vector
*/
LSP_DSP_LIB_SYMBOL(float, projection_length_v2, const LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(vector3d_t) *pv);
/**
* Estimate the shortest distance to triangle
* @param sp projection point
* @param p0 point 0 of triangle
* @param p1 point 1 of triangle
* @param p2 point 2 of triangle
* @return shortest distance
*/
LSP_DSP_LIB_SYMBOL(float, calc_min_distance_p3, const LSP_DSP_LIB_TYPE(point3d_t) *sp, const LSP_DSP_LIB_TYPE(point3d_t) *p0, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2);
/**
* Estimate the shortest distance to triangle
* @param sp projection point
* @param p0 point 0 of triangle
* @param p1 point 1 of triangle
* @param p2 point 2 of triangle
* @return shortest distance
*/
LSP_DSP_LIB_SYMBOL(float, calc_min_distance_pv, const LSP_DSP_LIB_TYPE(point3d_t) *sp, const LSP_DSP_LIB_TYPE(point3d_t) *pv);
/**
* Estimate the average distance to triangle
* @param sp projection point
* @param p0 point 0 of triangle
* @param p1 point 1 of triangle
* @param p2 point 2 of triangle
* @return average distance
*/
LSP_DSP_LIB_SYMBOL(float, calc_avg_distance_p3, const LSP_DSP_LIB_TYPE(point3d_t) *sp, const LSP_DSP_LIB_TYPE(point3d_t) *p0, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2);
/**
* Compute distance between two pointes
* @param p1 point 1
* @param p2 point 2
* @return distance
*/
LSP_DSP_LIB_SYMBOL(float, calc_distance_p2, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2);
/**
* Compute square of distance between two points
* @param p1 point 1
* @param p2 point 2
* @return square value of distance
*/
LSP_DSP_LIB_SYMBOL(float, calc_sqr_distance_p2, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2);
/**
* Compute distance between two points
* @param pv array of two points
* @return distance between two points
*/
LSP_DSP_LIB_SYMBOL(float, calc_distance_pv, const LSP_DSP_LIB_TYPE(point3d_t) *pv);
/**
* Compute the distance (actually, the length of the vector)
* @param v vector
* @return distance (vector length)
*/
LSP_DSP_LIB_SYMBOL(float, calc_distance_v1, const LSP_DSP_LIB_TYPE(vector3d_t) *v);
/**
* Compute square of distance between two points
* @param pv array of two points
* @return square of distance between two points
*/
LSP_DSP_LIB_SYMBOL(float, calc_sqr_distance_pv, const LSP_DSP_LIB_TYPE(point3d_t) *pv);
/**
* Compute intersection point of line and plane,
* the method is safe from providing the same pointer of ip to l0 and/or l1
* @param ip target point to store coordinates
* @param l0 line point 0
* @param l1 line point 1
* @param pl vector containing plane equation
*/
LSP_DSP_LIB_SYMBOL(void, calc_split_point_p2v1, LSP_DSP_LIB_TYPE(point3d_t) *ip, const LSP_DSP_LIB_TYPE(point3d_t) *l0, const LSP_DSP_LIB_TYPE(point3d_t) *l1, const LSP_DSP_LIB_TYPE(vector3d_t) *pl);
/**
* Compute intersection point of line and plane,
* the method is safe from providing the same pointer of ip to l0 and/or l1
* @param ip target point to store coordinates
* @param lv line points (2 elements)
* @param pl vector containing plane equation
*/
LSP_DSP_LIB_SYMBOL(void, calc_split_point_pvv1, LSP_DSP_LIB_TYPE(point3d_t) *ip, const LSP_DSP_LIB_TYPE(point3d_t) *lv, const LSP_DSP_LIB_TYPE(vector3d_t) *pl);
/**
* Split raw triangle with plane, generates output set of triangles into out (triangles above split plane)
* and in (triangles below split plane). For every triangle, points 1 and 2 are the points that
* lay on the split plane, the first triangle ALWAYS has 2 common points with plane (1 and 2)
*
* @param out array of vertexes above plane
* @param n_out counter of triangles above plane, should be initialized
* @param in array of vertexes below plane
* @param n_in counter of triangles below plane, should be initialized
* @param pl plane equation
* @param pv triangle to perform the split
*/
LSP_DSP_LIB_SYMBOL(void, split_triangle_raw,
LSP_DSP_LIB_TYPE(raw_triangle_t) *out,
size_t *n_out,
LSP_DSP_LIB_TYPE(raw_triangle_t) *in,
size_t *n_in,
const LSP_DSP_LIB_TYPE(vector3d_t) *pl,
const LSP_DSP_LIB_TYPE(raw_triangle_t) *pv
);
/**
* Cull raw triangle with plane, generates set of triangles below the split plane.
* For every triangle, points 1 and 2 are the points that lay on the split plane,
* the first triangle ALWAYS has 2 common points with split plane (1 and 2)
*
* @param in array of vertexes below plane
* @param n_in counter of triangles below plane, should be initialized
* @param pl plane equation
* @param pv triangle to perform the split
*/
LSP_DSP_LIB_SYMBOL(void, cull_triangle_raw,
LSP_DSP_LIB_TYPE(raw_triangle_t) *in,
size_t *n_in,
const LSP_DSP_LIB_TYPE(vector3d_t) *pl,
const LSP_DSP_LIB_TYPE(raw_triangle_t) *pv
);
/**
* Check colocation of two points and a plane
* @param v vector that contains plane equation
* @param p1 point 1
* @param p3 point 3
* @return bit mask: 2 groups of 2 bits, describing state of each point, proper values are:
* 00 - if point is above the plane
* 01 - if point is on the plane
* 10 - if point is below the plane
* 11 - non-permitted value, won't be produced
* The example state:
* 1001 - point 0 lays above the plane, point 1 lays on the plane
*/
LSP_DSP_LIB_SYMBOL(size_t, colocation_x2_v1p2, const LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(point3d_t) *p0, const LSP_DSP_LIB_TYPE(point3d_t) *p1);
/**
* Check colocation of three points and a plane
* @param v vector that contains plane equation
* @param pv array of two points
* @return bit mask: 2 groups of 2 bits, describing state of each point, proper values are:
* 00 - if point is above the plane
* 01 - if point is on the plane
* 10 - if point is below the plane
* 11 - non-permitted value, won't be produced
* The example state:
* 1001 - point 0 lays above the plane, point 1 lays on the plane
*/
LSP_DSP_LIB_SYMBOL(size_t, colocation_x2_v1pv, const LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(point3d_t) *pv);
/**
* Check colocation of three points and a plane
* @param v vector that contains plane equation
* @param p0 point 0
* @param p1 point 1
* @param p2 point 2
* @return bit mask: 3 groups of 2 bits, describing state of each point, proper values are:
* 00 - if point is above the plane
* 01 - if point is on the plane
* 10 - if point is below the plane
* 11 - non-permitted value, won't be produced
* The example state:
* 100100 - point 0 lays above the plane, point 1 lays on the plane, point 2 lays below the plane
*/
LSP_DSP_LIB_SYMBOL(size_t, colocation_x3_v1p3, const LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(point3d_t) *p0, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2);
/**
* Check colocation of three points and a plane
* @param v vector that contains plane equation
* @param pv array of three points
* @return bit mask: 3 groups of 2 bits, describing state of each point, proper values are:
* 00 - if point is above the plane
* 01 - if point is on the plane
* 10 - if point is below the plane
* 11 - non-permitted value, won't be produced
* The example state:
* 100100 - point 0 lays above the plane, point 1 lays on the plane, point 2 lays below the plane
*/
LSP_DSP_LIB_SYMBOL(size_t, colocation_x3_v1pv, const LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(point3d_t) *pv);
/**
* Check colocation of three planes and a point
* @param v0 plane 0
* @param v1 plane 1
* @param v2 plane 2
* @param p point
* @return bit mask: 3 groups of 2 bits, describing state of point relative to each plane, proper values are:
* 00 - if point is above the plane
* 01 - if point is on the plane
* 10 - if point is below the plane
* 11 - non-permitted value, won't be produced
* The example state:
* 100100 - point lays above the plane 0, on the plane 1 and below the plane 2
*/
LSP_DSP_LIB_SYMBOL(size_t, colocation_x3_v3p1, const LSP_DSP_LIB_TYPE(vector3d_t) *v0, const LSP_DSP_LIB_TYPE(vector3d_t) *v1, const LSP_DSP_LIB_TYPE(vector3d_t) *v2, const LSP_DSP_LIB_TYPE(point3d_t) *p);
/**
* Check colocation of three planes and a point
* @param vv array of three vectors
* @param p point
* @return bit mask: 3 groups of 2 bits, describing state of point relative to each plane, proper values are:
* 00 - if point is above the plane
* 01 - if point is on the plane
* 10 - if point is below the plane
* 11 - non-permitted value, won't be produced
* The example state:
* 100100 - point lays above the plane 0, on the plane 1 and below the plane 2
*/
LSP_DSP_LIB_SYMBOL(size_t, colocation_x3_vvp1, const LSP_DSP_LIB_TYPE(vector3d_t) *vv, const LSP_DSP_LIB_TYPE(point3d_t) *p);
/**
* Compute unit vector from source point to center of triangle
* @param v target to store vector
* @param sp source point
* @param p0 point 0
* @param p1 point 1
* @param p2 point 2
*/
LSP_DSP_LIB_SYMBOL(void, unit_vector_p1p3, LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(point3d_t) *sp, const LSP_DSP_LIB_TYPE(point3d_t) *p0, const LSP_DSP_LIB_TYPE(point3d_t) *p1, const LSP_DSP_LIB_TYPE(point3d_t) *p2);
/**
* Compute unit vector from source point to center of triangle
* @param v target to store vector
* @param sp source point
* @param pv array of three points
*/
LSP_DSP_LIB_SYMBOL(void, unit_vector_p1pv, LSP_DSP_LIB_TYPE(vector3d_t) *v, const LSP_DSP_LIB_TYPE(point3d_t) *sp, const LSP_DSP_LIB_TYPE(point3d_t) *pv);
#endif /* LSP_PLUG_IN_DSP_COMMON_3DMATH_H_ */
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