move polygon intersection out of BLI_lasso into BLI_math_geom since its a generally useful function.

adds:
- isect_point_poly_v2()
- isect_point_poly_v2_int()
This commit is contained in:
2013-03-14 21:44:16 +00:00
parent a2a594fb36
commit 113f2367a0
3 changed files with 86 additions and 37 deletions

View File

@@ -135,13 +135,15 @@ int isect_ray_tri_epsilon_v3(const float p1[3], const float d[3],
const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2], const float epsilon);
/* point in polygon */
bool isect_point_poly_v2(const float pt[2], const float verts[][2], const int nr);
bool isect_point_poly_v2_int(const int pt[2], const int verts[][2], const int nr);
int isect_point_quad_v2(const float p[2], const float a[2], const float b[2], const float c[2], const float d[2]);
int isect_point_tri_v2(const float pt[2], const float v1[2], const float v2[2], const float v3[2]);
int isect_point_tri_v2_cw(const float pt[2], const float v1[2], const float v2[2], const float v3[2]);
int isect_point_tri_v2_int(const int x1, const int y1, const int x2, const int y2, const int a, const int b);
int isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3]);
void isect_point_quad_uv_v2(const float v0[2], const float v1[2], const float v2[2], const float v3[2],
const float pt[2], float r_uv[2]);
void isect_point_face_uv_v2(const int isquad, const float v0[2], const float v1[2], const float v2[2],

View File

@@ -57,46 +57,13 @@ bool BLI_lasso_is_point_inside(const int mcords[][2], const short moves,
const int sx, const int sy,
const int error_value)
{
/* we do the angle rule, define that all added angles should be about zero or (2 * PI) */
float angletot = 0.0, dot, ang, cross, fp1[2], fp2[2];
int a;
const int *p1, *p2;
if (sx == error_value) {
return false;
}
p1 = mcords[moves - 1];
p2 = mcords[0];
/* first vector */
fp1[0] = (float)(p1[0] - sx);
fp1[1] = (float)(p1[1] - sy);
normalize_v2(fp1);
for (a = 0; a < moves; a++) {
/* second vector */
fp2[0] = (float)(p2[0] - sx);
fp2[1] = (float)(p2[1] - sy);
normalize_v2(fp2);
/* dot and angle and cross */
dot = fp1[0] * fp2[0] + fp1[1] * fp2[1];
ang = fabs(saacos(dot));
cross = (float)((p1[1] - p2[1]) * (p1[0] - sx) + (p2[0] - p1[0]) * (p1[1] - sy));
if (cross < 0.0f) angletot -= ang;
else angletot += ang;
/* circulate */
fp1[0] = fp2[0]; fp1[1] = fp2[1];
p1 = p2;
p2 = mcords[a + 1];
else {
int pt[2] = {sx, sy};
return isect_point_poly_v2_int(pt, mcords, moves);
}
if (fabsf(angletot) > 4.0f) return true;
return false;
}
/* edge version for lasso select. we assume boundbox check was done */

View File

@@ -728,6 +728,86 @@ static short IsectLLPt2Df(const float x0, const float y0, const float x1, const
return 1;
}
/* point in polygon (keep float and int versions in sync) */
bool isect_point_poly_v2(const float pt[2], const float verts[][2], const int nr)
{
/* we do the angle rule, define that all added angles should be about zero or (2 * PI) */
float angletot = 0.0;
float fp1[2], fp2[2];
int i;
const float *p1, *p2;
p1 = verts[nr - 1];
p2 = verts[0];
/* first vector */
fp1[0] = (float)(p1[0] - pt[0]);
fp1[1] = (float)(p1[1] - pt[1]);
normalize_v2(fp1);
for (i = 0; i < nr; i++) {
float dot, ang, cross;
/* second vector */
fp2[0] = (float)(p2[0] - pt[0]);
fp2[1] = (float)(p2[1] - pt[1]);
normalize_v2(fp2);
/* dot and angle and cross */
dot = dot_v2v2(fp1, fp2);
ang = fabsf(saacos(dot));
cross = (float)((p1[1] - p2[1]) * (p1[0] - pt[0]) + (p2[0] - p1[0]) * (p1[1] - pt[1]));
if (cross < 0.0f) angletot -= ang;
else angletot += ang;
/* circulate */
copy_v2_v2(fp1, fp2);
p1 = p2;
p2 = verts[i + 1];
}
return (fabsf(angletot) > 4.0f);
}
bool isect_point_poly_v2_int(const int pt[2], const int verts[][2], const int nr)
{
/* we do the angle rule, define that all added angles should be about zero or (2 * PI) */
float angletot = 0.0;
float fp1[2], fp2[2];
int i;
const int *p1, *p2;
p1 = verts[nr - 1];
p2 = verts[0];
/* first vector */
fp1[0] = (float)(p1[0] - pt[0]);
fp1[1] = (float)(p1[1] - pt[1]);
normalize_v2(fp1);
for (i = 0; i < nr; i++) {
float dot, ang, cross;
/* second vector */
fp2[0] = (float)(p2[0] - pt[0]);
fp2[1] = (float)(p2[1] - pt[1]);
normalize_v2(fp2);
/* dot and angle and cross */
dot = dot_v2v2(fp1, fp2);
ang = fabsf(saacos(dot));
cross = (float)((p1[1] - p2[1]) * (p1[0] - pt[0]) + (p2[0] - p1[0]) * (p1[1] - pt[1]));
if (cross < 0.0f) angletot -= ang;
else angletot += ang;
/* circulate */
copy_v2_v2(fp1, fp2);
p1 = p2;
p2 = verts[i + 1];
}
return (fabsf(angletot) > 4.0f);
}
/* point in tri */
/* only single direction */