gimp/libgimpmath/gimpvector.c
Michael Natterer 8005eea835 Remove the "GIMP" from all "Since: GIMP 2.x" API doc comments
because it confuses gtk-doc and breaks some links. Also change the
"Index of new symbols in GIMP 2.x" sections to be what seems to be the
modern standard (looked at the GLib and GTK+ docs), and update some
other stuff.
2015-05-31 21:18:09 +02:00

1125 lines
28 KiB
C

/* LIBGIMP - The GIMP Library
* Copyright (C) 1995-1997 Peter Mattis and Spencer Kimball
*
* gimpvector.c
*
* The gimp_vector* functions were taken from:
* GCK - The General Convenience Kit
* Copyright (C) 1996 Tom Bech
*
* This library 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 (at your option) any later version.
*
* This library 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 this library. If not, see
* <http://www.gnu.org/licenses/>.
*/
/**********************************************/
/* A little collection of useful vector stuff */
/**********************************************/
#include "config.h"
#include <glib-object.h>
#include "gimpmath.h"
/**
* SECTION: gimpvector
* @title: GimpVector
* @short_description: Utilities to set up and manipulate vectors.
* @see_also: #GimpMatrix2, #GimpMatrix3, #GimpMatrix4
*
* Utilities to set up and manipulate vectors.
**/
/*************************/
/* Some useful constants */
/*************************/
static const GimpVector2 gimp_vector2_zero = { 0.0, 0.0 };
static const GimpVector2 gimp_vector2_unit_x = { 1.0, 0.0 };
static const GimpVector2 gimp_vector2_unit_y = { 0.0, 1.0 };
static const GimpVector3 gimp_vector3_zero = { 0.0, 0.0, 0.0 };
static const GimpVector3 gimp_vector3_unit_x = { 1.0, 0.0, 0.0 };
static const GimpVector3 gimp_vector3_unit_y = { 0.0, 1.0, 0.0 };
static const GimpVector3 gimp_vector3_unit_z = { 0.0, 0.0, 1.0 };
/**************************************/
/* Two dimensional vector functions */
/**************************************/
/**
* gimp_vector2_new:
* @x: the X coordinate.
* @y: the Y coordinate.
*
* Creates a #GimpVector2 of coordinates @x and @y.
*
* Returns: the resulting #GimpVector2.
**/
GimpVector2
gimp_vector2_new (gdouble x,
gdouble y)
{
GimpVector2 vector;
vector.x = x;
vector.y = y;
return vector;
}
/**
* gimp_vector2_set:
* @vector: a pointer to a #GimpVector2.
* @x: the X coordinate.
* @y: the Y coordinate.
*
* Sets the X and Y coordinates of @vector to @x and @y.
**/
void
gimp_vector2_set (GimpVector2 *vector,
gdouble x,
gdouble y)
{
vector->x = x;
vector->y = y;
}
/**
* gimp_vector2_length:
* @vector: a pointer to a #GimpVector2.
*
* Computes the length of a 2D vector.
*
* Returns: the length of @vector (a positive gdouble).
**/
gdouble
gimp_vector2_length (const GimpVector2 *vector)
{
return (sqrt (vector->x * vector->x + vector->y * vector->y));
}
/**
* gimp_vector2_length_val:
* @vector: a #GimpVector2.
*
* This function is identical to gimp_vector2_length() but the
* vector is passed by value rather than by reference.
*
* Returns: the length of @vector (a positive gdouble).
**/
gdouble
gimp_vector2_length_val (GimpVector2 vector)
{
return (sqrt (vector.x * vector.x + vector.y * vector.y));
}
/**
* gimp_vector2_mul:
* @vector: a pointer to a #GimpVector2.
* @factor: a scalar.
*
* Multiplies each component of the @vector by @factor. Note that this
* is equivalent to multiplying the vectors length by @factor.
**/
void
gimp_vector2_mul (GimpVector2 *vector,
gdouble factor)
{
vector->x *= factor;
vector->y *= factor;
}
/**
* gimp_vector2_mul_val:
* @vector: a #GimpVector2.
* @factor: a scalar.
*
* This function is identical to gimp_vector2_mul() but the vector is
* passed by value rather than by reference.
*
* Returns: the resulting #GimpVector2.
**/
GimpVector2
gimp_vector2_mul_val (GimpVector2 vector,
gdouble factor)
{
GimpVector2 result;
result.x = vector.x * factor;
result.y = vector.y * factor;
return result;
}
/**
* gimp_vector2_normalize:
* @vector: a pointer to a #GimpVector2.
*
* Normalizes the @vector so the length of the @vector is 1.0. The nul
* vector will not be changed.
**/
void
gimp_vector2_normalize (GimpVector2 *vector)
{
gdouble len;
len = gimp_vector2_length (vector);
if (len != 0.0)
{
len = 1.0 / len;
vector->x *= len;
vector->y *= len;
}
else
{
*vector = gimp_vector2_zero;
}
}
/**
* gimp_vector2_normalize_val:
* @vector: a #GimpVector2.
*
* This function is identical to gimp_vector2_normalize() but the
* vector is passed by value rather than by reference.
*
* Returns: a #GimpVector2 parallel to @vector, pointing in the same
* direction but with a length of 1.0.
**/
GimpVector2
gimp_vector2_normalize_val (GimpVector2 vector)
{
GimpVector2 normalized;
gdouble len;
len = gimp_vector2_length_val (vector);
if (len != 0.0)
{
len = 1.0 / len;
normalized.x = vector.x * len;
normalized.y = vector.y * len;
return normalized;
}
else
{
return gimp_vector2_zero;
}
}
/**
* gimp_vector2_neg:
* @vector: a pointer to a #GimpVector2.
*
* Negates the @vector (i.e. negate all its coordinates).
**/
void
gimp_vector2_neg (GimpVector2 *vector)
{
vector->x *= -1.0;
vector->y *= -1.0;
}
/**
* gimp_vector2_neg_val:
* @vector: a #GimpVector2.
*
* This function is identical to gimp_vector2_neg() but the vector
* is passed by value rather than by reference.
*
* Returns: the negated #GimpVector2.
**/
GimpVector2
gimp_vector2_neg_val (GimpVector2 vector)
{
GimpVector2 result;
result.x = vector.x * -1.0;
result.y = vector.y * -1.0;
return result;
}
/**
* gimp_vector2_add:
* @result: destination for the resulting #GimpVector2.
* @vector1: a pointer to the first #GimpVector2.
* @vector2: a pointer to the second #GimpVector2.
*
* Computes the sum of two 2D vectors. The resulting #GimpVector2 is
* stored in @result.
**/
void
gimp_vector2_add (GimpVector2 *result,
const GimpVector2 *vector1,
const GimpVector2 *vector2)
{
result->x = vector1->x + vector2->x;
result->y = vector1->y + vector2->y;
}
/**
* gimp_vector2_add_val:
* @vector1: the first #GimpVector2.
* @vector2: the second #GimpVector2.
*
* This function is identical to gimp_vector2_add() but the vectors
* are passed by value rather than by reference.
*
* Returns: the resulting #GimpVector2.
**/
GimpVector2
gimp_vector2_add_val (GimpVector2 vector1,
GimpVector2 vector2)
{
GimpVector2 result;
result.x = vector1.x + vector2.x;
result.y = vector1.y + vector2.y;
return result;
}
/**
* gimp_vector2_sub:
* @result: the destination for the resulting #GimpVector2.
* @vector1: a pointer to the first #GimpVector2.
* @vector2: a pointer to the second #GimpVector2.
*
* Computes the difference of two 2D vectors (@vector1 minus @vector2).
* The resulting #GimpVector2 is stored in @result.
**/
void
gimp_vector2_sub (GimpVector2 *result,
const GimpVector2 *vector1,
const GimpVector2 *vector2)
{
result->x = vector1->x - vector2->x;
result->y = vector1->y - vector2->y;
}
/**
* gimp_vector2_sub_val:
* @vector1: the first #GimpVector2.
* @vector2: the second #GimpVector2.
*
* This function is identical to gimp_vector2_sub() but the vectors
* are passed by value rather than by reference.
*
* Returns: the resulting #GimpVector2.
**/
GimpVector2
gimp_vector2_sub_val (GimpVector2 vector1,
GimpVector2 vector2)
{
GimpVector2 result;
result.x = vector1.x - vector2.x;
result.y = vector1.y - vector2.y;
return result;
}
/**
* gimp_vector2_inner_product:
* @vector1: a pointer to the first #GimpVector2.
* @vector2: a pointer to the second #GimpVector2.
*
* Computes the inner (dot) product of two 2D vectors.
* This product is zero if and only if the two vectors are orthognal.
*
* Returns: The inner product.
**/
gdouble
gimp_vector2_inner_product (const GimpVector2 *vector1,
const GimpVector2 *vector2)
{
return (vector1->x * vector2->x + vector1->y * vector2->y);
}
/**
* gimp_vector2_inner_product_val:
* @vector1: the first #GimpVector2.
* @vector2: the second #GimpVector2.
*
* This function is identical to gimp_vector2_inner_product() but the
* vectors are passed by value rather than by reference.
*
* Returns: The inner product.
**/
gdouble
gimp_vector2_inner_product_val (GimpVector2 vector1,
GimpVector2 vector2)
{
return (vector1.x * vector2.x + vector1.y * vector2.y);
}
/**
* gimp_vector2_cross_product:
* @vector1: a pointer to the first #GimpVector2.
* @vector2: a pointer to the second #GimpVector2.
*
* Compute the cross product of two vectors. The result is a
* #GimpVector2 which is orthognal to both @vector1 and @vector2. If
* @vector1 and @vector2 are parallel, the result will be the nul
* vector.
*
* Note that in 2D, this function is useful to test if two vectors are
* parallel or not, or to compute the area spawned by two vectors.
*
* Returns: The cross product.
**/
GimpVector2
gimp_vector2_cross_product (const GimpVector2 *vector1,
const GimpVector2 *vector2)
{
GimpVector2 normal;
normal.x = vector1->x * vector2->y - vector1->y * vector2->x;
normal.y = vector1->y * vector2->x - vector1->x * vector2->y;
return normal;
}
/**
* gimp_vector2_cross_product_val:
* @vector1: the first #GimpVector2.
* @vector2: the second #GimpVector2.
*
* This function is identical to gimp_vector2_cross_product() but the
* vectors are passed by value rather than by reference.
*
* Returns: The cross product.
**/
GimpVector2
gimp_vector2_cross_product_val (GimpVector2 vector1,
GimpVector2 vector2)
{
GimpVector2 normal;
normal.x = vector1.x * vector2.y - vector1.y * vector2.x;
normal.y = vector1.y * vector2.x - vector1.x * vector2.y;
return normal;
}
/**
* gimp_vector2_rotate:
* @vector: a pointer to a #GimpVector2.
* @alpha: an angle (in radians).
*
* Rotates the @vector counterclockwise by @alpha radians.
**/
void
gimp_vector2_rotate (GimpVector2 *vector,
gdouble alpha)
{
GimpVector2 result;
result.x = cos (alpha) * vector->x + sin (alpha) * vector->y;
result.y = cos (alpha) * vector->y - sin (alpha) * vector->x;
*vector = result;
}
/**
* gimp_vector2_rotate_val:
* @vector: a #GimpVector2.
* @alpha: an angle (in radians).
*
* This function is identical to gimp_vector2_rotate() but the vector
* is passed by value rather than by reference.
*
* Returns: a #GimpVector2 representing @vector rotated by @alpha
* radians.
**/
GimpVector2
gimp_vector2_rotate_val (GimpVector2 vector,
gdouble alpha)
{
GimpVector2 result;
result.x = cos (alpha) * vector.x + sin (alpha) * vector.y;
result.y = cos (alpha) * vector.y - sin (alpha) * vector.x;
return result;
}
/**
* gimp_vector2_normal:
* @vector: a pointer to a #GimpVector2.
*
* Compute a normalized perpendicular vector to @vector
*
* Returns: a #GimpVector2 perpendicular to @vector, with a length of 1.0.
*
* Since: 2.8
**/
GimpVector2
gimp_vector2_normal (GimpVector2 *vector)
{
GimpVector2 result;
result.x = - vector->y;
result.y = vector->x;
gimp_vector2_normalize (&result);
return result;
}
/**
* gimp_vector2_normal_val:
* @vector: a #GimpVector2.
*
* This function is identical to gimp_vector2_normal() but the vector
* is passed by value rather than by reference.
*
* Returns: a #GimpVector2 perpendicular to @vector, with a length of 1.0.
*
* Since: 2.8
**/
GimpVector2
gimp_vector2_normal_val (GimpVector2 vector)
{
GimpVector2 result;
result.x = - vector.y;
result.y = vector.x;
gimp_vector2_normalize (&result);
return result;
}
/**************************************/
/* Three dimensional vector functions */
/**************************************/
/**
* gimp_vector3_new:
* @x: the X coordinate.
* @y: the Y coordinate.
* @z: the Z coordinate.
*
* Creates a #GimpVector3 of coordinate @x, @y and @z.
*
* Returns: the resulting #GimpVector3.
**/
GimpVector3
gimp_vector3_new (gdouble x,
gdouble y,
gdouble z)
{
GimpVector3 vector;
vector.x = x;
vector.y = y;
vector.z = z;
return vector;
}
/**
* gimp_vector3_set:
* @vector: a pointer to a #GimpVector3.
* @x: the X coordinate.
* @y: the Y coordinate.
* @z: the Z coordinate.
*
* Sets the X, Y and Z coordinates of @vector to @x, @y and @z.
**/
void
gimp_vector3_set (GimpVector3 *vector,
gdouble x,
gdouble y,
gdouble z)
{
vector->x = x;
vector->y = y;
vector->z = z;
}
/**
* gimp_vector3_length:
* @vector: a pointer to a #GimpVector3.
*
* Computes the length of a 3D vector.
*
* Returns: the length of @vector (a positive gdouble).
**/
gdouble
gimp_vector3_length (const GimpVector3 *vector)
{
return (sqrt (vector->x * vector->x +
vector->y * vector->y +
vector->z * vector->z));
}
/**
* gimp_vector3_length_val:
* @vector: a #GimpVector3.
*
* This function is identical to gimp_vector3_length() but the vector
* is passed by value rather than by reference.
*
* Returns: the length of @vector (a positive gdouble).
**/
gdouble
gimp_vector3_length_val (GimpVector3 vector)
{
return (sqrt (vector.x * vector.x +
vector.y * vector.y +
vector.z * vector.z));
}
/**
* gimp_vector3_mul:
* @vector: a pointer to a #GimpVector3.
* @factor: a scalar.
*
* Multiplies each component of the @vector by @factor. Note that
* this is equivalent to multiplying the vectors length by @factor.
**/
void
gimp_vector3_mul (GimpVector3 *vector,
gdouble factor)
{
vector->x *= factor;
vector->y *= factor;
vector->z *= factor;
}
/**
* gimp_vector3_mul_val:
* @vector: a #GimpVector3.
* @factor: a scalar.
*
* This function is identical to gimp_vector3_mul() but the vector is
* passed by value rather than by reference.
*
* Returns: the resulting #GimpVector3.
**/
GimpVector3
gimp_vector3_mul_val (GimpVector3 vector,
gdouble factor)
{
GimpVector3 result;
result.x = vector.x * factor;
result.y = vector.y * factor;
result.z = vector.z * factor;
return result;
}
/**
* gimp_vector3_normalize:
* @vector: a pointer to a #GimpVector3.
*
* Normalizes the @vector so the length of the @vector is 1.0. The nul
* vector will not be changed.
**/
void
gimp_vector3_normalize (GimpVector3 *vector)
{
gdouble len;
len = gimp_vector3_length (vector);
if (len != 0.0)
{
len = 1.0 / len;
vector->x *= len;
vector->y *= len;
vector->z *= len;
}
else
{
*vector = gimp_vector3_zero;
}
}
/**
* gimp_vector3_normalize_val:
* @vector: a #GimpVector3.
*
* This function is identical to gimp_vector3_normalize() but the
* vector is passed by value rather than by reference.
*
* Returns: a #GimpVector3 parallel to @vector, pointing in the same
* direction but with a length of 1.0.
**/
GimpVector3
gimp_vector3_normalize_val (GimpVector3 vector)
{
GimpVector3 result;
gdouble len;
len = gimp_vector3_length_val (vector);
if (len != 0.0)
{
len = 1.0 / len;
result.x = vector.x * len;
result.y = vector.y * len;
result.z = vector.z * len;
return result;
}
else
{
return gimp_vector3_zero;
}
}
/**
* gimp_vector3_neg:
* @vector: a pointer to a #GimpVector3.
*
* Negates the @vector (i.e. negate all its coordinates).
**/
void
gimp_vector3_neg (GimpVector3 *vector)
{
vector->x *= -1.0;
vector->y *= -1.0;
vector->z *= -1.0;
}
/**
* gimp_vector3_neg_val:
* @vector: a #GimpVector3.
*
* This function is identical to gimp_vector3_neg() but the vector
* is passed by value rather than by reference.
*
* Returns: the negated #GimpVector3.
**/
GimpVector3
gimp_vector3_neg_val (GimpVector3 vector)
{
GimpVector3 result;
result.x = vector.x * -1.0;
result.y = vector.y * -1.0;
result.z = vector.z * -1.0;
return result;
}
/**
* gimp_vector3_add:
* @result: destination for the resulting #GimpVector3.
* @vector1: a pointer to the first #GimpVector3.
* @vector2: a pointer to the second #GimpVector3.
*
* Computes the sum of two 3D vectors. The resulting #GimpVector3 is
* stored in @result.
**/
void
gimp_vector3_add (GimpVector3 *result,
const GimpVector3 *vector1,
const GimpVector3 *vector2)
{
result->x = vector1->x + vector2->x;
result->y = vector1->y + vector2->y;
result->z = vector1->z + vector2->z;
}
/**
* gimp_vector3_add_val:
* @vector1: a #GimpVector3.
* @vector2: a #GimpVector3.
*
* This function is identical to gimp_vector3_add() but the vectors
* are passed by value rather than by reference.
*
* Returns: the resulting #GimpVector3.
**/
GimpVector3
gimp_vector3_add_val (GimpVector3 vector1,
GimpVector3 vector2)
{
GimpVector3 result;
result.x = vector1.x + vector2.x;
result.y = vector1.y + vector2.y;
result.z = vector1.z + vector2.z;
return result;
}
/**
* gimp_vector3_sub:
* @result: the destination for the resulting #GimpVector3.
* @vector1: a pointer to the first #GimpVector3.
* @vector2: a pointer to the second #GimpVector3.
*
* Computes the difference of two 3D vectors (@vector1 minus @vector2).
* The resulting #GimpVector3 is stored in @result.
**/
void
gimp_vector3_sub (GimpVector3 *result,
const GimpVector3 *vector1,
const GimpVector3 *vector2)
{
result->x = vector1->x - vector2->x;
result->y = vector1->y - vector2->y;
result->z = vector1->z - vector2->z;
}
/**
* gimp_vector3_sub_val:
* @vector1: a #GimpVector3.
* @vector2: a #GimpVector3.
*
* This function is identical to gimp_vector3_sub() but the vectors
* are passed by value rather than by reference.
*
* Returns: the resulting #GimpVector3.
**/
GimpVector3
gimp_vector3_sub_val (GimpVector3 vector1,
GimpVector3 vector2)
{
GimpVector3 result;
result.x = vector1.x - vector2.x;
result.y = vector1.y - vector2.y;
result.z = vector1.z - vector2.z;
return result;
}
/**
* gimp_vector3_inner_product:
* @vector1: a pointer to the first #GimpVector3.
* @vector2: a pointer to the second #GimpVector3.
*
* Computes the inner (dot) product of two 3D vectors. This product
* is zero if and only if the two vectors are orthognal.
*
* Returns: The inner product.
**/
gdouble
gimp_vector3_inner_product (const GimpVector3 *vector1,
const GimpVector3 *vector2)
{
return (vector1->x * vector2->x +
vector1->y * vector2->y +
vector1->z * vector2->z);
}
/**
* gimp_vector3_inner_product_val:
* @vector1: the first #GimpVector3.
* @vector2: the second #GimpVector3.
*
* This function is identical to gimp_vector3_inner_product() but the
* vectors are passed by value rather than by reference.
*
* Returns: The inner product.
**/
gdouble
gimp_vector3_inner_product_val (GimpVector3 vector1,
GimpVector3 vector2)
{
return (vector1.x * vector2.x +
vector1.y * vector2.y +
vector1.z * vector2.z);
}
/**
* gimp_vector3_cross_product:
* @vector1: a pointer to the first #GimpVector3.
* @vector2: a pointer to the second #GimpVector3.
*
* Compute the cross product of two vectors. The result is a
* #GimpVector3 which is orthognal to both @vector1 and @vector2. If
* @vector1 and @vector2 and parallel, the result will be the nul
* vector.
*
* This function can be used to compute the normal of the plane
* defined by @vector1 and @vector2.
*
* Returns: The cross product.
**/
GimpVector3
gimp_vector3_cross_product (const GimpVector3 *vector1,
const GimpVector3 *vector2)
{
GimpVector3 normal;
normal.x = vector1->y * vector2->z - vector1->z * vector2->y;
normal.y = vector1->z * vector2->x - vector1->x * vector2->z;
normal.z = vector1->x * vector2->y - vector1->y * vector2->x;
return normal;
}
/**
* gimp_vector3_cross_product_val:
* @vector1: the first #GimpVector3.
* @vector2: the second #GimpVector3.
*
* This function is identical to gimp_vector3_cross_product() but the
* vectors are passed by value rather than by reference.
*
* Returns: The cross product.
**/
GimpVector3
gimp_vector3_cross_product_val (GimpVector3 vector1,
GimpVector3 vector2)
{
GimpVector3 normal;
normal.x = vector1.y * vector2.z - vector1.z * vector2.y;
normal.y = vector1.z * vector2.x - vector1.x * vector2.z;
normal.z = vector1.x * vector2.y - vector1.y * vector2.x;
return normal;
}
/**
* gimp_vector3_rotate:
* @vector: a pointer to a #GimpVector3.
* @alpha: the angle (in radian) of rotation around the Z axis.
* @beta: the angle (in radian) of rotation around the Y axis.
* @gamma: the angle (in radian) of rotation around the X axis.
*
* Rotates the @vector around the three axis (Z, Y, and X) by @alpha,
* @beta and @gamma, respectively.
*
* Note that the order of the rotation is very important. If you
* expect a vector to be rotated around X, and then around Y, you will
* have to call this function twice. Also, it is often wise to call
* this function with only one of @alpha, @beta and @gamma non-zero.
**/
void
gimp_vector3_rotate (GimpVector3 *vector,
gdouble alpha,
gdouble beta,
gdouble gamma)
{
GimpVector3 s, t;
/* First we rotate it around the Z axis (XY plane).. */
/* ================================================= */
s.x = cos (alpha) * vector->x + sin (alpha) * vector->y;
s.y = cos (alpha) * vector->y - sin (alpha) * vector->x;
/* ..then around the Y axis (XZ plane).. */
/* ===================================== */
t = s;
vector->x = cos (beta) *t.x + sin (beta) * vector->z;
s.z = cos (beta) *vector->z - sin (beta) * t.x;
/* ..and at last around the X axis (YZ plane) */
/* ========================================== */
vector->y = cos (gamma) * t.y + sin (gamma) * s.z;
vector->z = cos (gamma) * s.z - sin (gamma) * t.y;
}
/**
* gimp_vector3_rotate_val:
* @vector: a #GimpVector3.
* @alpha: the angle (in radian) of rotation around the Z axis.
* @beta: the angle (in radian) of rotation around the Y axis.
* @gamma: the angle (in radian) of rotation around the X axis.
*
* This function is identical to gimp_vector3_rotate() but the vectors
* are passed by value rather than by reference.
*
* Returns: the rotated vector.
**/
GimpVector3
gimp_vector3_rotate_val (GimpVector3 vector,
gdouble alpha,
gdouble beta,
gdouble gamma)
{
GimpVector3 s, t, result;
/* First we rotate it around the Z axis (XY plane).. */
/* ================================================= */
s.x = cos (alpha) * vector.x + sin (alpha) * vector.y;
s.y = cos (alpha) * vector.y - sin (alpha) * vector.x;
/* ..then around the Y axis (XZ plane).. */
/* ===================================== */
t = s;
result.x = cos (beta) *t.x + sin (beta) * vector.z;
s.z = cos (beta) *vector.z - sin (beta) * t.x;
/* ..and at last around the X axis (YZ plane) */
/* ========================================== */
result.y = cos (gamma) * t.y + sin (gamma) * s.z;
result.z = cos (gamma) * s.z - sin (gamma) * t.y;
return result;
}
/**
* gimp_vector_2d_to_3d:
* @sx: the abscisse of the upper-left screen rectangle.
* @sy: the ordinate of the upper-left screen rectangle.
* @w: the width of the screen rectangle.
* @h: the height of the screen rectangle.
* @x: the abscisse of the point in the screen rectangle to map.
* @y: the ordinate of the point in the screen rectangle to map.
* @vp: the position of the observer.
* @p: the resulting point.
*
* \"Compute screen (sx, sy) - (sx + w, sy + h) to 3D unit square
* mapping. The plane to map to is given in the z field of p. The
* observer is located at position vp (vp->z != 0.0).\"
*
* In other words, this computes the projection of the point (@x, @y)
* to the plane z = @p->z (parallel to XY), from the @vp point of view
* through the screen (@sx, @sy)->(@sx + @w, @sy + @h)
**/
void
gimp_vector_2d_to_3d (gint sx,
gint sy,
gint w,
gint h,
gint x,
gint y,
const GimpVector3 *vp,
GimpVector3 *p)
{
gdouble t = 0.0;
if (vp->x != 0.0)
t = (p->z - vp->z) / vp->z;
if (t != 0.0)
{
p->x = vp->x + t * (vp->x - ((gdouble) (x - sx) / (gdouble) w));
p->y = vp->y + t * (vp->y - ((gdouble) (y - sy) / (gdouble) h));
}
else
{
p->x = (gdouble) (x - sx) / (gdouble) w;
p->y = (gdouble) (y - sy) / (gdouble) h;
}
}
/**
* gimp_vector_2d_to_3d_val:
* @sx: the abscisse of the upper-left screen rectangle.
* @sy: the ordinate of the upper-left screen rectangle.
* @w: the width of the screen rectangle.
* @h: the height of the screen rectangle.
* @x: the abscisse of the point in the screen rectangle to map.
* @y: the ordinate of the point in the screen rectangle to map.
* @vp: position of the observer.
* @p: the resulting point.
*
* This function is identical to gimp_vector_2d_to_3d() but the
* position of the @observer and the resulting point @p are passed by
* value rather than by reference.
*
* Returns: the computed #GimpVector3 point.
**/
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;
}
result.z = 0;
return result;
}
/**
* gimp_vector_3d_to_2d:
* @sx: the abscisse of the upper-left screen rectangle.
* @sy: the ordinate of the upper-left screen rectangle.
* @w: the width of the screen rectangle.
* @h: the height of the screen rectangle.
* @x: the abscisse of the point in the screen rectangle to map (return value).
* @y: the ordinate of the point in the screen rectangle to map (return value).
* @vp: position of the observer.
* @p: the 3D point to project to the plane.
*
* 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.
*
* This is basically the opposite of gimp_vector_2d_to_3d().
**/
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);
}
}