/* * Copyright (C) 2016 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "common/math/vec.h" void findOrthogonalVector(float inX, float inY, float inZ, float *outX, float *outY, float *outZ) { ASSERT_NOT_NULL(outX); ASSERT_NOT_NULL(outY); ASSERT_NOT_NULL(outZ); float x, y, z; // discard the one with the smallest absolute value if (fabsf(inX) <= fabsf(inY) && fabsf(inX) <= fabsf(inZ)) { x = 0.0f; y = inZ; z = -inY; } else if (fabsf(inY) <= fabsf(inZ)) { x = inZ; y = 0.0f; z = -inX; } else { x = inY; y = -inX; z = 0.0f; } float magSquared = x * x + y * y + z * z; ASSERT(magSquared > 0); // Only set invMag if magSquared is non-zero. float invMag = 1.0f; if (magSquared > 0) { invMag = 1.0f / sqrtf(magSquared); } *outX = x * invMag; *outY = y * invMag; *outZ = z * invMag; } void vecAdd(float *u, const float *v, const float *w, int dim) { ASSERT_NOT_NULL(u); ASSERT_NOT_NULL(v); ASSERT_NOT_NULL(w); int i; for (i = 0; i < dim; i++) { u[i] = v[i] + w[i]; } } void vecAddInPlace(float *v, const float *w, int dim) { ASSERT_NOT_NULL(v); ASSERT_NOT_NULL(w); int i; for (i = 0; i < dim; i++) { v[i] += w[i]; } } void vecSub(float *u, const float *v, const float *w, int dim) { ASSERT_NOT_NULL(u); ASSERT_NOT_NULL(v); ASSERT_NOT_NULL(w); int i; for (i = 0; i < dim; i++) { u[i] = v[i] - w[i]; } } void vecScalarMul(float *u, const float *v, float c, int dim) { ASSERT_NOT_NULL(u); ASSERT_NOT_NULL(v); int i; for (i = 0; i < dim; i++) { u[i] = c * v[i]; } } void vecScalarMulInPlace(float *u, float c, int dim) { ASSERT_NOT_NULL(u); int i; for (i = 0; i < dim; i++) { u[i] *= c; } } float vecNorm(const float *v, int dim) { ASSERT_NOT_NULL(v); float norm_sq = vecNormSquared(v, dim); return sqrtf(norm_sq); } float vecNormSquared(const float *v, int dim) { ASSERT_NOT_NULL(v); return vecDot(v, v, dim); } float vecDot(const float *v, const float *w, int dim) { ASSERT_NOT_NULL(v); ASSERT_NOT_NULL(w); int i; float result = 0; for (i = 0; i < dim; ++i) { result += v[i] * w[i]; } return result; } float vecMaxAbsoluteValue(const float *v, int dim) { ASSERT_NOT_NULL(v); float max = NANO_ABS(v[0]); float tmp; int i; for (i = 1; i < dim; ++i) { tmp = NANO_ABS(v[i]); if(tmp > max) { max = tmp; } } return max; }