Commit Graph

417 Commits

Author SHA1 Message Date
7cc2b27099 Cleanup: stray tabs
Tabs in middle of code (mostly for no reason / by accident).
2018-03-23 11:51:19 +01:00
f088c6b9f6 Mesh: concave quad support
Previously quads always split along first-third vertices.
This is still the default, to avoid flickering with animated deformation
however concave quads that would create two opposing triangles now use
second-fourth split.

Reported as T53999 although this issue has been known limitation
for a long time.
2018-02-08 23:38:17 +11:00
3df139c530 Cleanup: Math lib naming (use v3 suffix) 2017-10-06 21:06:38 +11:00
deb16defd5 Math Lib: distance to AABB
Original code by @mano-wii, modified for general use.
2017-10-02 22:07:39 +11:00
091ae0ea71 Math Lib: add isect_seg_seg_v2_point_ex
This exposes end-point bias argument, needed in rare cases.
2017-08-12 18:35:47 +10:00
72c9141a7a Cleanup: doxygen comments
Also remove duplicate & mismatching comments from grease-pencil header.
Keep comments close to implementation to avoid getting out of sync.
2017-06-19 10:04:30 +10:00
1d966ca7a1 Math Lib: add angle_on_axis_v3v3_v3
Use for calculating the angle between 2 directions on an axis.

Also signed version and normalized plane projection,
use when input is normalized.
2017-06-16 01:27:58 +10:00
10404e3e56 Comments: minor clarification 2017-03-13 07:18:28 +11:00
31123f09cd Remove unused functions related to distance between BoundBox and ray 2017-02-17 09:49:20 -03:00
cf6ca226fa New math_geom function isect_ray_aabb_v3_simple
The new `isect_ray_aabb_v3_simple` function replaces the `BKE_boundbox_ray_hit_check` and can be used in BVHTree Root (first AABB). So it is much more efficient.
2017-01-29 13:56:58 -03:00
0a446d7276 Add 3d to 2d plane mapping functions to math lib
This adds two functions to project 3d coordinates onto a 3d plane,
to get 2d coordinates, essentially eliminating the plane's normal axis
from the coordinates.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D2460
2017-01-14 00:34:51 -02:00
c910beaa21 Split interp_weights_face_v3 into specific functions for tris and quads
This splits `interp_weights_face_v3` into `interp_weights_tri_v3` and
`interp_weights_quad_v3`, in order to properly handle three sided polygons
without needing a useless extra index in your weight array. This also
improves clarity and consistency with other math_geom functions, thus
reducing potential future errors.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D2461
2017-01-11 17:55:13 -02:00
1dbaf0dbcc Add mid_v3_v3_array function and remove redundant functions
Other than implementing a `mid_v3_v3_array` function, this removes
`cent_tri_v3` and `cent_quad_v3` in favor of `mid_v3_v3v3v3` and
`mid_v3_v3v3v3v3` respectively.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D2459
2017-01-10 19:58:34 -02:00
c1e3041051 Comments: hints for perspective functions
Note which GL functions these are equivalent to.
2016-12-27 15:30:11 +11:00
cc1a64be36 Math lib: Fix use function of wrong dimension
Seems to be a typo in recent commit e1e49fd.
2016-11-29 10:31:54 +01:00
e1e49fd1a8 Math Lib: rotate matrix cleanup
- Remove 'rotate_m2', unlike 'rotate_m4' it created a new matrix
  duplicating 'angle_to_mat2' - now used instead.
  (better avoid matching functions having different behavior).

- Add 'axis_angle_to_mat4_single',
  convenience wrapper for 'axis_angle_to_mat3_single'.

- Replace 'unit_m4(), rotate_m4()' with a single call to 'axis_angle_to_mat4_single'.
2016-11-25 16:39:34 +11:00
3e36cbb3de Cleanup: move bitmap drawing into its own module
Bitmap drawing is out-of-scope for a general math API,
move to BLI_bitmap_draw_2d.
2016-10-26 20:11:09 +11:00
2d589e8549 Math Lib: avoid char > int conversion w/ line plot 2016-09-02 02:54:16 +10:00
b01a56ee5c Transform Snap: Optimize edge-snap using BVH tree
changes in BLI_kdopbvh:

- `BLI_bvhtree_find_nearest_to_ray` now takes is_ray_normalized and scale argument.
- `BLI_bvhtree_find_nearest_to_ray_angle` has been added (use for perspective view).

changes in BLI_bvhutils:

- `bvhtree_from_editmesh_edges_ex` was added.

changes in math_geom:

- `dist_squared_ray_to_seg_v3` was added.

other changes:

- `do_ray_start_correction` is no longer necessary to snap to verts.
- the way in which the test of depth was done before is being simulated in callbacks.
2016-06-30 17:52:03 +10:00
14f056144e Bendy Bones Instability Fix - Second Attempt
So the error seems to be in cubic_tangent_factor_circle_v3(),
which was introduced with D2001.

I've tweaked the most obvious culprit here - the epsilon factor.
It used to be 10^-7, but I've reduced it down to 10^-5 now,
and it's looking a lot more stable now :)

---------

BTW, about the derivation of the magic 0.390464 factor I briefly subbed back
as a workaround for this bug, see:
    http://www.whizkidtech.redprince.net/bezier/circle/
2016-06-28 02:52:20 +12:00
c7a6ff0981 Docs: arg names 2016-06-27 13:21:14 +10:00
a17cba339c BLI_math: Add function to calculate circular cubic curve tangents 2016-05-23 21:35:54 +10:00
8ed746683a Remove redundant abs ray/line point functions 2016-04-14 13:04:35 +10:00
416064cd5b Math Lib: ray_point_factor_v3 functions
Gives a bit better precision than creating a line in some cases,
use for ED_view3d_win_to_3d.
2016-04-14 12:00:16 +10:00
50f9681e15 Docs: comment on line-sphere intersection 2016-04-10 22:46:12 +10:00
da9f0a507c Minor improvement to last commit
Sign is known in this case, no need  to check for either direction.
2016-03-12 01:12:51 +11:00
8accc19d5d Math Lib: less complex convex quad check 2016-03-11 23:41:50 +11:00
4e500101a7 Cleanup: quiet -Wcomma, cast to void where needed 2016-03-05 09:16:12 +11:00
86725667d4 Cleanup: naming for NearestRayToAABB_Precalc 2016-02-11 18:21:10 +11:00
b336124a13 Correct commented printfs 2016-01-26 09:08:40 +11:00
bfabb9d3c5 Math Lib: Add dist_squared_ray_to_aabb_v3 utility 2016-01-25 19:01:42 +11:00
90293a8da3 Math Lib: optimize segment-plane clipping
Calculate the clipped min/max factor along the segment,
only applying to the coordinates at the end (will give better precision too).

Also make split input/output args.
2016-01-23 13:48:31 +11:00
18ffeb689d error in last commit 2016-01-20 17:09:18 +11:00
e25b113694 Cleanup: naming convention
Follow isect_ray_tri_watertight_v3 naming.
2016-01-20 17:03:10 +11:00
e830334357 Math Lib: use x-span for fill_poly_v2i_n callback
Instead of running the callback per-pixel,
pass the x-span to the callback.
2016-01-08 23:35:34 +11:00
36f916f200 Math Lib: clamp closest_to_line_segment_v# when segment has no length
For a line this makes sense but segments should clamp,
avoids assert in edge-rip.
2015-12-23 22:08:15 +11:00
fa3fe2ee10 Cleanup: math lib naming
Distinguish between line / line_segment
2015-12-15 18:16:41 +11:00
a7c7ae5bf7 Cleanup: math lib naming
Rename not-very-descriptive (p1, d) -> (ray_origin, ray_direction)
2015-12-15 18:15:10 +11:00
87791c611d Cleanup: consistent naming for closest_to_line api 2015-12-15 17:49:31 +11:00
becc85c5d4 Math Lib: 2d ray-segment intersection function 2015-12-11 11:27:00 +11:00
8c453b5995 Remove redundant zero area face check 2015-12-03 22:45:33 +11:00
a4e151704f Fix isect_point_tri_v3 w/ degenerate faces
Ensure point_in_slice returns false when zero area faces are passed.
2015-12-03 22:37:46 +11:00
a7ac59414b Cleanup: rename line to segments, avoids confusion
Differentiate between lines and segments.
2015-11-13 07:48:05 +11:00
0d54aa9c02 Fix T46521: Python: bvh.ray_cast doesn't find a plane facing in the other direction under certain circumstances
The issue was caused by wrong sign check. It originally came from more optimized
Cycles code where because of other reasons it wasn't visible yet. But in fact it
should be solved there as well.
2015-10-22 20:34:51 +05:00
99142ec7e0 BLI_math: isect_ray_plane_v3 now takes 4d plane
Was taking a triangle and doing ray-tri intersect.
2015-10-16 03:06:12 +11:00
b333a7570f Cleanup: spelling 2015-10-07 15:02:06 +11:00
9a62164d94 Cleanup: indentation 2015-09-22 15:02:11 +10:00
b8e0b2db56 Math Lib: isect_plane_*_v3 avoid negation
Unmeasurable speedup for plane intersection.
2015-09-05 17:44:02 +10:00
ba188cf98d Math Lib: simplify isect_plane_plane_v3
Unlike the 3 plane method, the 2 planes squared cross-product _is_ the determinant.
2015-09-05 17:10:07 +10:00
39752eb912 Fix for isect_tri_tri_epsilon_v3 w/ small faces
tris with ~1e-05 edge lengths would fail
2015-09-04 22:29:12 +10:00