diff --git a/source/blender/blenlib/intern/math_vector.c b/source/blender/blenlib/intern/math_vector.c index 7f578fe305d..812e2b3e63d 100644 --- a/source/blender/blenlib/intern/math_vector.c +++ b/source/blender/blenlib/intern/math_vector.c @@ -208,6 +208,13 @@ float angle_signed_v2v2(const float v1[2], const float v2[2]) float angle_normalized_v3v3(const float v1[3], const float v2[3]) { + /* double check they are normalized */ +#ifdef DEBUG + float test; + BLI_assert(fabsf((test = len_squared_v3(v1)) - 1.0f) < 0.0001f || fabsf(test) < 0.0001f); + BLI_assert(fabsf((test = len_squared_v3(v2)) - 1.0f) < 0.0001f || fabsf(test) < 0.0001f); +#endif + /* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */ if (dot_v3v3(v1, v2) < 0.0f) { float vec[3]; @@ -224,6 +231,13 @@ float angle_normalized_v3v3(const float v1[3], const float v2[3]) float angle_normalized_v2v2(const float v1[2], const float v2[2]) { + /* double check they are normalized */ +#ifdef DEBUG + float test; + BLI_assert(fabsf((test = len_squared_v2(v1)) - 1.0f) < 0.0001f || fabsf(test) < 0.0001f); + BLI_assert(fabsf((test = len_squared_v2(v2)) - 1.0f) < 0.0001f || fabsf(test) < 0.0001f); +#endif + /* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */ if (dot_v2v2(v1, v2) < 0.0f) { float vec[2]; @@ -408,6 +422,12 @@ void rotate_normalized_v3_v3v3fl(float r[3], const float p[3], const float axis[ const float costheta = cos(angle); const float sintheta = sin(angle); + /* double check they are normalized */ +#ifdef DEBUG + float test; + BLI_assert(fabsf((test = len_squared_v3(axis)) - 1.0f) < 0.0001f || fabsf(test) < 0.0001f); +#endif + r[0] = ((costheta + (1 - costheta) * axis[0] * axis[0]) * p[0]) + (((1 - costheta) * axis[0] * axis[1] - axis[2] * sintheta) * p[1]) + (((1 - costheta) * axis[0] * axis[2] + axis[1] * sintheta) * p[2]);