- area_quad_v3 now works correctly with concave quads. - add area_squared_*** functions, to use when comparing to avoid a sqrt().
299 lines
7.9 KiB
C
299 lines
7.9 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: some of this file.
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*
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* ***** END GPL LICENSE BLOCK *****
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* */
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/** \file blender/blenlib/intern/math_geom_inline.c
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* \ingroup bli
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*/
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#ifndef __MATH_GEOM_INLINE_C__
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#define __MATH_GEOM_INLINE_C__
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#include "BLI_math.h"
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#include <string.h>
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/* A few small defines. Keep'em local! */
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#define SMALL_NUMBER 1.e-8f
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/********************************** Polygons *********************************/
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MINLINE float cross_tri_v2(const float v1[2], const float v2[2], const float v3[2])
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{
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return (v1[0] - v2[0]) * (v2[1] - v3[1]) + (v1[1] - v2[1]) * (v3[0] - v2[0]);
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}
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MINLINE float area_tri_signed_v2(const float v1[2], const float v2[2], const float v3[2])
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{
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return 0.5f * ((v1[0] - v2[0]) * (v2[1] - v3[1]) + (v1[1] - v2[1]) * (v3[0] - v2[0]));
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}
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MINLINE float area_tri_v2(const float v1[2], const float v2[2], const float v3[2])
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{
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return fabsf(area_tri_signed_v2(v1, v2, v3));
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}
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MINLINE float area_squared_tri_v2(const float v1[2], const float v2[2], const float v3[2])
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{
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float area = area_tri_signed_v2(v1, v2, v3);
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return area * area;
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}
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/****************************** Spherical Harmonics **************************/
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MINLINE void zero_sh(float r[9])
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{
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memset(r, 0, sizeof(float) * 9);
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}
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MINLINE void copy_sh_sh(float r[9], const float a[9])
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{
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memcpy(r, a, sizeof(float) * 9);
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}
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MINLINE void mul_sh_fl(float r[9], const float f)
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{
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int i;
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for (i = 0; i < 9; i++)
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r[i] *= f;
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}
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MINLINE void add_sh_shsh(float r[9], const float a[9], const float b[9])
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{
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int i;
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for (i = 0; i < 9; i++)
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r[i] = a[i] + b[i];
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}
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MINLINE float dot_shsh(const float a[9], const float b[9])
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{
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float r = 0.0f;
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int i;
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for (i = 0; i < 9; i++)
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r += a[i] * b[i];
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return r;
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}
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MINLINE float diffuse_shv3(float sh[9], const float v[3])
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{
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/* See formula (13) in:
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* "An Efficient Representation for Irradiance Environment Maps" */
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static const float c1 = 0.429043f, c2 = 0.511664f, c3 = 0.743125f;
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static const float c4 = 0.886227f, c5 = 0.247708f;
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float x, y, z, sum;
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x = v[0];
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y = v[1];
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z = v[2];
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sum = c1 * sh[8] * (x * x - y * y);
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sum += c3 * sh[6] * z * z;
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sum += c4 * sh[0];
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sum += -c5 * sh[6];
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sum += 2.0f * c1 * (sh[4] * x * y + sh[7] * x * z + sh[5] * y * z);
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sum += 2.0f * c2 * (sh[3] * x + sh[1] * y + sh[2] * z);
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return sum;
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}
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MINLINE void vec_fac_to_sh(float r[9], const float v[3], const float f)
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{
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/* See formula (3) in:
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* "An Efficient Representation for Irradiance Environment Maps" */
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float sh[9], x, y, z;
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x = v[0];
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y = v[1];
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z = v[2];
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sh[0] = 0.282095f;
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sh[1] = 0.488603f * y;
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sh[2] = 0.488603f * z;
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sh[3] = 0.488603f * x;
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sh[4] = 1.092548f * x * y;
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sh[5] = 1.092548f * y * z;
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sh[6] = 0.315392f * (3.0f * z * z - 1.0f);
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sh[7] = 1.092548f * x * z;
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sh[8] = 0.546274f * (x * x - y * y);
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mul_sh_fl(sh, f);
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copy_sh_sh(r, sh);
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}
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MINLINE float eval_shv3(float sh[9], const float v[3])
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{
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float tmp[9];
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vec_fac_to_sh(tmp, v, 1.0f);
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return dot_shsh(tmp, sh);
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}
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MINLINE void madd_sh_shfl(float r[9], const float sh[9], const float f)
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{
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float tmp[9];
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copy_sh_sh(tmp, sh);
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mul_sh_fl(tmp, f);
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add_sh_shsh(r, r, tmp);
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}
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/* get the 2 dominant axis values, 0==X, 1==Y, 2==Z */
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MINLINE void axis_dominant_v3(int *r_axis_a, int *r_axis_b, const float axis[3])
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{
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const float xn = fabsf(axis[0]);
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const float yn = fabsf(axis[1]);
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const float zn = fabsf(axis[2]);
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if (zn >= xn && zn >= yn) { *r_axis_a = 0; *r_axis_b = 1; }
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else if (yn >= xn && yn >= zn) { *r_axis_a = 0; *r_axis_b = 2; }
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else { *r_axis_a = 1; *r_axis_b = 2; }
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}
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/* same as axis_dominant_v3 but return the max value */
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MINLINE float axis_dominant_v3_max(int *r_axis_a, int *r_axis_b, const float axis[3])
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{
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const float xn = fabsf(axis[0]);
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const float yn = fabsf(axis[1]);
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const float zn = fabsf(axis[2]);
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if (zn >= xn && zn >= yn) { *r_axis_a = 0; *r_axis_b = 1; return zn; }
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else if (yn >= xn && yn >= zn) { *r_axis_a = 0; *r_axis_b = 2; return yn; }
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else { *r_axis_a = 1; *r_axis_b = 2; return xn; }
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}
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/* get the single dominant axis value, 0==X, 1==Y, 2==Z */
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MINLINE int axis_dominant_v3_single(const float vec[3])
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{
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const float x = fabsf(vec[0]);
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const float y = fabsf(vec[1]);
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const float z = fabsf(vec[2]);
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return ((x > y) ?
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((x > z) ? 0 : 2) :
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((y > z) ? 1 : 2));
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}
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MINLINE int max_axis_v3(const float vec[3])
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{
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const float x = vec[0];
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const float y = vec[1];
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const float z = vec[2];
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return ((x > y) ?
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((x > z) ? 0 : 2) :
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((y > z) ? 1 : 2));
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}
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MINLINE int min_axis_v3(const float vec[3])
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{
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const float x = vec[0];
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const float y = vec[1];
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const float z = vec[2];
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return ((x < y) ?
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((x < z) ? 0 : 2) :
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((y < z) ? 1 : 2));
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}
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/**
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* Simple method to find how many tri's we need when we already know the corner+poly count.
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*
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* \param poly_count The number of ngon's/tris (1-2 sided faces will give incorrect results)
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* \param corner_count - also known as loops in BMesh/DNA
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*/
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MINLINE int poly_to_tri_count(const int poly_count, const int corner_count)
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{
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BLI_assert(!poly_count || corner_count > poly_count * 2);
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return corner_count - (poly_count * 2);
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}
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MINLINE float plane_point_side_v3(const float plane[4], const float co[3])
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{
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return dot_v3v3(co, plane) + plane[3];
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}
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/* useful to calculate an even width shell, by taking the angle between 2 planes.
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* The return value is a scale on the offset.
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* no angle between planes is 1.0, as the angle between the 2 planes approaches 180d
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* the distance gets very high, 180d would be inf, but this case isn't valid */
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MINLINE float shell_angle_to_dist(const float angle)
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{
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return (UNLIKELY(angle < SMALL_NUMBER)) ? 1.0f : fabsf(1.0f / cosf(angle));
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}
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/**
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* equivalent to ``shell_angle_to_dist(angle_normalized_v3v3(a, b))``
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*/
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MINLINE float shell_v3v3_normalized_to_dist(const float a[3], const float b[3])
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{
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const float angle_cos = fabsf(dot_v3v3(a, b));
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BLI_ASSERT_UNIT_V3(a);
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BLI_ASSERT_UNIT_V3(b);
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return (UNLIKELY(angle_cos < SMALL_NUMBER)) ? 1.0f : (1.0f / angle_cos);
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}
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/**
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* equivalent to ``shell_angle_to_dist(angle_normalized_v2v2(a, b))``
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*/
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MINLINE float shell_v2v2_normalized_to_dist(const float a[2], const float b[2])
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{
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const float angle_cos = fabsf(dot_v2v2(a, b));
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BLI_ASSERT_UNIT_V2(a);
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BLI_ASSERT_UNIT_V2(b);
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return (UNLIKELY(angle_cos < SMALL_NUMBER)) ? 1.0f : (1.0f / angle_cos);
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}
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/**
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* equivalent to ``shell_angle_to_dist(angle_normalized_v3v3(a, b) / 2)``
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*/
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MINLINE float shell_v3v3_mid_normalized_to_dist(const float a[3], const float b[3])
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{
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float angle_cos;
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float ab[3];
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BLI_ASSERT_UNIT_V3(a);
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BLI_ASSERT_UNIT_V3(b);
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add_v3_v3v3(ab, a, b);
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angle_cos = (normalize_v3(ab) != 0.0f) ? fabsf(dot_v3v3(a, ab)) : 0.0f;
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return (UNLIKELY(angle_cos < SMALL_NUMBER)) ? 1.0f : (1.0f / angle_cos);
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}
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/**
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* equivalent to ``shell_angle_to_dist(angle_normalized_v2v2(a, b) / 2)``
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*/
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MINLINE float shell_v2v2_mid_normalized_to_dist(const float a[2], const float b[2])
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{
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float angle_cos;
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float ab[2];
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BLI_ASSERT_UNIT_V2(a);
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BLI_ASSERT_UNIT_V2(b);
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add_v2_v2v2(ab, a, b);
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angle_cos = (normalize_v2(ab) != 0.0f) ? fabsf(dot_v2v2(a, ab)) : 0.0f;
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return (UNLIKELY(angle_cos < SMALL_NUMBER)) ? 1.0f : (1.0f / angle_cos);
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}
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#undef SMALL_NUMBER
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#endif /* __MATH_GEOM_INLINE_C__ */
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