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()
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@@ -135,13 +135,15 @@ int isect_ray_tri_epsilon_v3(const float p1[3], const float d[3],
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const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2], const float epsilon);
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/* point in polygon */
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bool isect_point_poly_v2(const float pt[2], const float verts[][2], const int nr);
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bool isect_point_poly_v2_int(const int pt[2], const int verts[][2], const int nr);
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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]);
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int isect_point_tri_v2(const float pt[2], const float v1[2], const float v2[2], const float v3[2]);
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int isect_point_tri_v2_cw(const float pt[2], const float v1[2], const float v2[2], const float v3[2]);
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int isect_point_tri_v2_int(const int x1, const int y1, const int x2, const int y2, const int a, const int b);
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int isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3]);
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void isect_point_quad_uv_v2(const float v0[2], const float v1[2], const float v2[2], const float v3[2],
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const float pt[2], float r_uv[2]);
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void isect_point_face_uv_v2(const int isquad, const float v0[2], const float v1[2], const float v2[2],
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@@ -57,46 +57,13 @@ bool BLI_lasso_is_point_inside(const int mcords[][2], const short moves,
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const int sx, const int sy,
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const int error_value)
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{
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/* we do the angle rule, define that all added angles should be about zero or (2 * PI) */
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float angletot = 0.0, dot, ang, cross, fp1[2], fp2[2];
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int a;
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const int *p1, *p2;
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if (sx == error_value) {
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return false;
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}
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p1 = mcords[moves - 1];
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p2 = mcords[0];
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/* first vector */
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fp1[0] = (float)(p1[0] - sx);
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fp1[1] = (float)(p1[1] - sy);
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normalize_v2(fp1);
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for (a = 0; a < moves; a++) {
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/* second vector */
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fp2[0] = (float)(p2[0] - sx);
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fp2[1] = (float)(p2[1] - sy);
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normalize_v2(fp2);
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/* dot and angle and cross */
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dot = fp1[0] * fp2[0] + fp1[1] * fp2[1];
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ang = fabs(saacos(dot));
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cross = (float)((p1[1] - p2[1]) * (p1[0] - sx) + (p2[0] - p1[0]) * (p1[1] - sy));
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if (cross < 0.0f) angletot -= ang;
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else angletot += ang;
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/* circulate */
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fp1[0] = fp2[0]; fp1[1] = fp2[1];
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p1 = p2;
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p2 = mcords[a + 1];
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else {
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int pt[2] = {sx, sy};
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return isect_point_poly_v2_int(pt, mcords, moves);
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}
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if (fabsf(angletot) > 4.0f) return true;
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return false;
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}
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/* edge version for lasso select. we assume boundbox check was done */
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@@ -728,6 +728,86 @@ static short IsectLLPt2Df(const float x0, const float y0, const float x1, const
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return 1;
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}
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/* point in polygon (keep float and int versions in sync) */
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bool isect_point_poly_v2(const float pt[2], const float verts[][2], const int nr)
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{
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/* we do the angle rule, define that all added angles should be about zero or (2 * PI) */
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float angletot = 0.0;
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float fp1[2], fp2[2];
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int i;
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const float *p1, *p2;
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p1 = verts[nr - 1];
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p2 = verts[0];
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/* first vector */
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fp1[0] = (float)(p1[0] - pt[0]);
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fp1[1] = (float)(p1[1] - pt[1]);
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normalize_v2(fp1);
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for (i = 0; i < nr; i++) {
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float dot, ang, cross;
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/* second vector */
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fp2[0] = (float)(p2[0] - pt[0]);
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fp2[1] = (float)(p2[1] - pt[1]);
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normalize_v2(fp2);
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/* dot and angle and cross */
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dot = dot_v2v2(fp1, fp2);
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ang = fabsf(saacos(dot));
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cross = (float)((p1[1] - p2[1]) * (p1[0] - pt[0]) + (p2[0] - p1[0]) * (p1[1] - pt[1]));
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if (cross < 0.0f) angletot -= ang;
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else angletot += ang;
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/* circulate */
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copy_v2_v2(fp1, fp2);
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p1 = p2;
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p2 = verts[i + 1];
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}
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return (fabsf(angletot) > 4.0f);
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}
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bool isect_point_poly_v2_int(const int pt[2], const int verts[][2], const int nr)
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{
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/* we do the angle rule, define that all added angles should be about zero or (2 * PI) */
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float angletot = 0.0;
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float fp1[2], fp2[2];
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int i;
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const int *p1, *p2;
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p1 = verts[nr - 1];
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p2 = verts[0];
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/* first vector */
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fp1[0] = (float)(p1[0] - pt[0]);
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fp1[1] = (float)(p1[1] - pt[1]);
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normalize_v2(fp1);
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for (i = 0; i < nr; i++) {
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float dot, ang, cross;
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/* second vector */
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fp2[0] = (float)(p2[0] - pt[0]);
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fp2[1] = (float)(p2[1] - pt[1]);
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normalize_v2(fp2);
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/* dot and angle and cross */
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dot = dot_v2v2(fp1, fp2);
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ang = fabsf(saacos(dot));
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cross = (float)((p1[1] - p2[1]) * (p1[0] - pt[0]) + (p2[0] - p1[0]) * (p1[1] - pt[1]));
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if (cross < 0.0f) angletot -= ang;
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else angletot += ang;
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/* circulate */
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copy_v2_v2(fp1, fp2);
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p1 = p2;
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p2 = verts[i + 1];
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}
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return (fabsf(angletot) > 4.0f);
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}
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/* point in tri */
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/* only single direction */
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