1 /*
2  * Copyright (C) 2016 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #include "common/math/vec.h"
18 
findOrthogonalVector(float inX,float inY,float inZ,float * outX,float * outY,float * outZ)19 void findOrthogonalVector(float inX, float inY, float inZ, float *outX,
20                           float *outY, float *outZ) {
21   ASSERT_NOT_NULL(outX);
22   ASSERT_NOT_NULL(outY);
23   ASSERT_NOT_NULL(outZ);
24   float x, y, z;
25 
26   // discard the one with the smallest absolute value
27   if (fabsf(inX) <= fabsf(inY) && fabsf(inX) <= fabsf(inZ)) {
28     x = 0.0f;
29     y = inZ;
30     z = -inY;
31   } else if (fabsf(inY) <= fabsf(inZ)) {
32     x = inZ;
33     y = 0.0f;
34     z = -inX;
35   } else {
36     x = inY;
37     y = -inX;
38     z = 0.0f;
39   }
40 
41   float magSquared = x * x + y * y + z * z;
42   ASSERT(magSquared > 0);
43   // Only set invMag if magSquared is non-zero.
44   float invMag = 1.0f;
45   if (magSquared > 0) {
46     invMag = 1.0f / sqrtf(magSquared);
47   }
48   *outX = x * invMag;
49   *outY = y * invMag;
50   *outZ = z * invMag;
51 }
52 
vecAdd(float * u,const float * v,const float * w,int dim)53 void vecAdd(float *u, const float *v, const float *w, int dim) {
54   ASSERT_NOT_NULL(u);
55   ASSERT_NOT_NULL(v);
56   ASSERT_NOT_NULL(w);
57   int i;
58   for (i = 0; i < dim; i++) {
59     u[i] = v[i] + w[i];
60   }
61 }
62 
vecAddInPlace(float * v,const float * w,int dim)63 void vecAddInPlace(float *v, const float *w, int dim) {
64   ASSERT_NOT_NULL(v);
65   ASSERT_NOT_NULL(w);
66   int i;
67   for (i = 0; i < dim; i++) {
68     v[i] += w[i];
69   }
70 }
71 
vecSub(float * u,const float * v,const float * w,int dim)72 void vecSub(float *u, const float *v, const float *w, int dim) {
73   ASSERT_NOT_NULL(u);
74   ASSERT_NOT_NULL(v);
75   ASSERT_NOT_NULL(w);
76   int i;
77   for (i = 0; i < dim; i++) {
78     u[i] = v[i] - w[i];
79   }
80 }
81 
vecScalarMul(float * u,const float * v,float c,int dim)82 void vecScalarMul(float *u, const float *v, float c, int dim) {
83   ASSERT_NOT_NULL(u);
84   ASSERT_NOT_NULL(v);
85   int i;
86   for (i = 0; i < dim; i++) {
87     u[i] = c * v[i];
88   }
89 }
90 
vecScalarMulInPlace(float * u,float c,int dim)91 void vecScalarMulInPlace(float *u, float c, int dim) {
92   ASSERT_NOT_NULL(u);
93   int i;
94   for (i = 0; i < dim; i++) {
95     u[i] *= c;
96   }
97 }
98 
vecNorm(const float * v,int dim)99 float vecNorm(const float *v, int dim) {
100   ASSERT_NOT_NULL(v);
101   float norm_sq = vecNormSquared(v, dim);
102   return sqrtf(norm_sq);
103 }
104 
vecNormSquared(const float * v,int dim)105 float vecNormSquared(const float *v, int dim) {
106   ASSERT_NOT_NULL(v);
107   return vecDot(v, v, dim);
108 }
109 
vecDot(const float * v,const float * w,int dim)110 float vecDot(const float *v, const float *w, int dim) {
111   ASSERT_NOT_NULL(v);
112   ASSERT_NOT_NULL(w);
113   int i;
114   float result = 0;
115   for (i = 0; i < dim; ++i) {
116     result += v[i] * w[i];
117   }
118   return result;
119 }
120 
vecMaxAbsoluteValue(const float * v,int dim)121 float vecMaxAbsoluteValue(const float *v, int dim) {
122   ASSERT_NOT_NULL(v);
123   float max = NANO_ABS(v[0]);
124   float tmp;
125   int i;
126   for (i = 1; i < dim; ++i) {
127     tmp = NANO_ABS(v[i]);
128     if(tmp > max) {
129       max = tmp;
130     }
131   }
132   return max;
133 }
134