3143 lines
80 KiB
C
3143 lines
80 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.c
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* \ingroup bli
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*/
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#include "MEM_guardedalloc.h"
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#include "BLI_math.h"
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#include "BLI_memarena.h"
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#include "BLI_utildefines.h"
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/********************************** Polygons *********************************/
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void cent_tri_v3(float cent[3], const float v1[3], const float v2[3], const float v3[3])
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{
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cent[0] = 0.33333f * (v1[0] + v2[0] + v3[0]);
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cent[1] = 0.33333f * (v1[1] + v2[1] + v3[1]);
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cent[2] = 0.33333f * (v1[2] + v2[2] + v3[2]);
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}
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void cent_quad_v3(float cent[3], const float v1[3], const float v2[3], const float v3[3], const float v4[3])
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{
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cent[0] = 0.25f * (v1[0] + v2[0] + v3[0] + v4[0]);
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cent[1] = 0.25f * (v1[1] + v2[1] + v3[1] + v4[1]);
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cent[2] = 0.25f * (v1[2] + v2[2] + v3[2] + v4[2]);
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}
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float normal_tri_v3(float n[3], const float v1[3], const float v2[3], const float v3[3])
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{
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float n1[3], n2[3];
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n1[0] = v1[0] - v2[0];
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n2[0] = v2[0] - v3[0];
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n1[1] = v1[1] - v2[1];
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n2[1] = v2[1] - v3[1];
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n1[2] = v1[2] - v2[2];
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n2[2] = v2[2] - v3[2];
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n[0] = n1[1] * n2[2] - n1[2] * n2[1];
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n[1] = n1[2] * n2[0] - n1[0] * n2[2];
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n[2] = n1[0] * n2[1] - n1[1] * n2[0];
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return normalize_v3(n);
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}
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float normal_quad_v3(float n[3], const float v1[3], const float v2[3], const float v3[3], const float v4[3])
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{
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/* real cross! */
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float n1[3], n2[3];
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n1[0] = v1[0] - v3[0];
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n1[1] = v1[1] - v3[1];
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n1[2] = v1[2] - v3[2];
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n2[0] = v2[0] - v4[0];
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n2[1] = v2[1] - v4[1];
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n2[2] = v2[2] - v4[2];
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n[0] = n1[1] * n2[2] - n1[2] * n2[1];
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n[1] = n1[2] * n2[0] - n1[0] * n2[2];
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n[2] = n1[0] * n2[1] - n1[1] * n2[0];
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return normalize_v3(n);
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}
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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 0.5f * fabsf((v1[0] - v2[0]) * (v2[1] - v3[1]) + (v1[1] - v2[1]) * (v3[0] - v2[0]));
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}
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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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/* only convex Quadrilaterals */
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float area_quad_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3])
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{
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float len, vec1[3], vec2[3], n[3];
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sub_v3_v3v3(vec1, v2, v1);
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sub_v3_v3v3(vec2, v4, v1);
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cross_v3_v3v3(n, vec1, vec2);
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len = normalize_v3(n);
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sub_v3_v3v3(vec1, v4, v3);
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sub_v3_v3v3(vec2, v2, v3);
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cross_v3_v3v3(n, vec1, vec2);
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len += normalize_v3(n);
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return (len / 2.0f);
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}
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/* Triangles */
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float area_tri_v3(const float v1[3], const float v2[3], const float v3[3])
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{
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float len, vec1[3], vec2[3], n[3];
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sub_v3_v3v3(vec1, v3, v2);
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sub_v3_v3v3(vec2, v1, v2);
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cross_v3_v3v3(n, vec1, vec2);
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len = normalize_v3(n);
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return (len / 2.0f);
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}
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float area_poly_v3(int nr, float verts[][3], const float normal[3])
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{
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float x, y, z, area, max;
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float *cur, *prev;
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int a, px = 0, py = 1;
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/* first: find dominant axis: 0==X, 1==Y, 2==Z
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* don't use 'axis_dominant_v3()' because we need max axis too */
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x = fabsf(normal[0]);
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y = fabsf(normal[1]);
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z = fabsf(normal[2]);
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max = MAX3(x, y, z);
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if (max == y) py = 2;
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else if (max == x) {
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px = 1;
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py = 2;
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}
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/* The Trapezium Area Rule */
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prev = verts[nr - 1];
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cur = verts[0];
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area = 0;
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for (a = 0; a < nr; a++) {
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area += (cur[px] - prev[px]) * (cur[py] + prev[py]);
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prev = verts[a];
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cur = verts[a + 1];
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}
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return fabsf(0.5f * area / max);
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}
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/********************************* Distance **********************************/
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/* distance v1 to line v2-v3
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* using Hesse formula, NO LINE PIECE! */
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float dist_to_line_v2(const float v1[2], const float v2[2], const float v3[2])
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{
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float a[2], deler;
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a[0] = v2[1] - v3[1];
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a[1] = v3[0] - v2[0];
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deler = (float)sqrt(a[0] * a[0] + a[1] * a[1]);
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if (deler == 0.0f) return 0;
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return fabsf((v1[0] - v2[0]) * a[0] + (v1[1] - v2[1]) * a[1]) / deler;
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}
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/* distance v1 to line-piece v2-v3 */
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float dist_to_line_segment_v2(const float v1[2], const float v2[2], const float v3[2])
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{
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float labda, rc[2], pt[2], len;
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rc[0] = v3[0] - v2[0];
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rc[1] = v3[1] - v2[1];
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len = rc[0] * rc[0] + rc[1] * rc[1];
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if (len == 0.0f) {
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rc[0] = v1[0] - v2[0];
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rc[1] = v1[1] - v2[1];
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return (float)(sqrt(rc[0] * rc[0] + rc[1] * rc[1]));
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}
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labda = (rc[0] * (v1[0] - v2[0]) + rc[1] * (v1[1] - v2[1])) / len;
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if (labda <= 0.0f) {
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pt[0] = v2[0];
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pt[1] = v2[1];
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}
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else if (labda >= 1.0f) {
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pt[0] = v3[0];
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pt[1] = v3[1];
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}
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else {
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pt[0] = labda * rc[0] + v2[0];
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pt[1] = labda * rc[1] + v2[1];
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}
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rc[0] = pt[0] - v1[0];
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rc[1] = pt[1] - v1[1];
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return sqrtf(rc[0] * rc[0] + rc[1] * rc[1]);
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}
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/* point closest to v1 on line v2-v3 in 2D */
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void closest_to_line_segment_v2(float close_r[2], const float p[2], const float l1[2], const float l2[2])
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{
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float lambda, cp[2];
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lambda = closest_to_line_v2(cp, p, l1, l2);
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if (lambda <= 0.0f)
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copy_v2_v2(close_r, l1);
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else if (lambda >= 1.0f)
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copy_v2_v2(close_r, l2);
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else
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copy_v2_v2(close_r, cp);
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}
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/* point closest to v1 on line v2-v3 in 3D */
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void closest_to_line_segment_v3(float close_r[3], const float v1[3], const float v2[3], const float v3[3])
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{
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float lambda, cp[3];
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lambda = closest_to_line_v3(cp, v1, v2, v3);
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if (lambda <= 0.0f)
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copy_v3_v3(close_r, v2);
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else if (lambda >= 1.0f)
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copy_v3_v3(close_r, v3);
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else
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copy_v3_v3(close_r, cp);
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}
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/* find the closest point on a plane to another point and store it in close_r
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* close_r: return coordinate
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* plane_co: a point on the plane
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* plane_no_unit: the plane's normal, and d is the last number in the plane equation 0 = ax + by + cz + d
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* pt: the point that you want the nearest of
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*/
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void closest_to_plane_v3(float close_r[3], const float plane_co[3], const float plane_no_unit[3], const float pt[3])
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{
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float temp[3];
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float dotprod;
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sub_v3_v3v3(temp, pt, plane_co);
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dotprod = dot_v3v3(temp, plane_no_unit);
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close_r[0] = pt[0] - (plane_no_unit[0] * dotprod);
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close_r[1] = pt[1] - (plane_no_unit[1] * dotprod);
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close_r[2] = pt[2] - (plane_no_unit[2] * dotprod);
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}
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/* signed distance from the point to the plane in 3D */
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float dist_to_plane_normalized_v3(const float p[3], const float plane_co[3], const float plane_no_unit[3])
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{
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float plane_co_other[3];
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add_v3_v3v3(plane_co_other, plane_co, plane_no_unit);
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return line_point_factor_v3(p, plane_co, plane_co_other);
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}
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float dist_to_plane_v3(const float p[3], const float plane_co[3], const float plane_no[3])
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{
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float plane_no_unit[3];
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float plane_co_other[3];
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normalize_v3_v3(plane_no_unit, plane_no);
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add_v3_v3v3(plane_co_other, plane_co, plane_no_unit);
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return line_point_factor_v3(p, plane_co, plane_co_other);
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}
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/* distance v1 to line-piece v2-v3 in 3D */
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float dist_to_line_segment_v3(const float v1[3], const float v2[3], const float v3[3])
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{
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float closest[3];
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closest_to_line_segment_v3(closest, v1, v2, v3);
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return len_v3v3(closest, v1);
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}
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/******************************* Intersection ********************************/
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/* intersect Line-Line, shorts */
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int isect_line_line_v2_int(const int v1[2], const int v2[2], const int v3[2], const int v4[2])
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{
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float div, labda, mu;
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div = (float)((v2[0] - v1[0]) * (v4[1] - v3[1]) - (v2[1] - v1[1]) * (v4[0] - v3[0]));
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if (div == 0.0f) return ISECT_LINE_LINE_COLINEAR;
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labda = ((float)(v1[1] - v3[1]) * (v4[0] - v3[0]) - (v1[0] - v3[0]) * (v4[1] - v3[1])) / div;
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mu = ((float)(v1[1] - v3[1]) * (v2[0] - v1[0]) - (v1[0] - v3[0]) * (v2[1] - v1[1])) / div;
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if (labda >= 0.0f && labda <= 1.0f && mu >= 0.0f && mu <= 1.0f) {
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if (labda == 0.0f || labda == 1.0f || mu == 0.0f || mu == 1.0f) return ISECT_LINE_LINE_EXACT;
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return ISECT_LINE_LINE_CROSS;
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}
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return ISECT_LINE_LINE_NONE;
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}
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/* intersect Line-Line, floats */
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int isect_line_line_v2(const float v1[2], const float v2[2], const float v3[2], const float v4[2])
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{
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float div, labda, mu;
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div = (v2[0] - v1[0]) * (v4[1] - v3[1]) - (v2[1] - v1[1]) * (v4[0] - v3[0]);
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if (div == 0.0f) return ISECT_LINE_LINE_COLINEAR;
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labda = ((float)(v1[1] - v3[1]) * (v4[0] - v3[0]) - (v1[0] - v3[0]) * (v4[1] - v3[1])) / div;
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mu = ((float)(v1[1] - v3[1]) * (v2[0] - v1[0]) - (v1[0] - v3[0]) * (v2[1] - v1[1])) / div;
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if (labda >= 0.0f && labda <= 1.0f && mu >= 0.0f && mu <= 1.0f) {
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if (labda == 0.0f || labda == 1.0f || mu == 0.0f || mu == 1.0f) return ISECT_LINE_LINE_EXACT;
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return ISECT_LINE_LINE_CROSS;
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}
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return ISECT_LINE_LINE_NONE;
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}
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/* get intersection point of two 2D segments and return intersection type:
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* -1: colliniar
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* 1: intersection
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*/
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int isect_seg_seg_v2_point(const float v1[2], const float v2[2], const float v3[2], const float v4[2], float vi[2])
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{
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float a1, a2, b1, b2, c1, c2, d;
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float u, v;
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const float eps = 0.000001f;
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a1 = v2[0] - v1[0];
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b1 = v4[0] - v3[0];
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c1 = v1[0] - v4[0];
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a2 = v2[1] - v1[1];
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b2 = v4[1] - v3[1];
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c2 = v1[1] - v4[1];
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d = a1 * b2 - a2 * b1;
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if (d == 0) {
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if (a1 * c2 - a2 * c1 == 0.0f && b1 * c2 - b2 * c1 == 0.0f) { /* equal lines */
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float a[2], b[2], c[2];
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float u2;
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if (len_v2v2(v1, v2) == 0.0f) {
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if (len_v2v2(v3, v4) > eps) {
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/* use non-point segment as basis */
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SWAP(const float *, v1, v3);
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SWAP(const float *, v2, v4);
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}
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else { /* both of segments are points */
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if (equals_v2v2(v1, v3)) { /* points are equal */
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copy_v2_v2(vi, v1);
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return 1;
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}
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/* two different points */
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return -1;
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}
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}
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sub_v2_v2v2(a, v3, v1);
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sub_v2_v2v2(b, v2, v1);
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sub_v2_v2v2(c, v2, v1);
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u = dot_v2v2(a, b) / dot_v2v2(c, c);
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sub_v2_v2v2(a, v4, v1);
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u2 = dot_v2v2(a, b) / dot_v2v2(c, c);
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if (u > u2) SWAP(float, u, u2);
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if (u > 1.0f + eps || u2 < -eps) return -1; /* non-ovlerlapping segments */
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else if (maxf(0.0f, u) == minf(1.0f, u2)) { /* one common point: can return result */
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interp_v2_v2v2(vi, v1, v2, maxf(0, u));
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return 1;
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}
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}
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/* lines are colliniar */
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return -1;
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}
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u = (c2 * b1 - b2 * c1) / d;
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v = (c1 * a2 - a1 * c2) / d;
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if (u >= -eps && u <= 1.0f + eps && v >= -eps && v <= 1.0f + eps) { /* intersection */
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interp_v2_v2v2(vi, v1, v2, u);
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return 1;
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}
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/* out of segment intersection */
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return -1;
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}
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int isect_line_sphere_v3(const float l1[3], const float l2[3],
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const float sp[3], const float r,
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float r_p1[3], float r_p2[3])
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{
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/* l1: coordinates (point of line)
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* l2: coordinates (point of line)
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* sp, r: coordinates and radius (sphere)
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* r_p1, r_p2: return intersection coordinates
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*/
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/* adapted for use in blender by Campbell Barton - 2011
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*
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* atelier iebele abel - 2001
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* atelier@iebele.nl
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* http://www.iebele.nl
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*
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* sphere_line_intersection function adapted from:
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* http://astronomy.swin.edu.au/pbourke/geometry/sphereline
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* Paul Bourke pbourke@swin.edu.au
|
|
*/
|
|
|
|
const float ldir[3] = {
|
|
l2[0] - l1[0],
|
|
l2[1] - l1[1],
|
|
l2[2] - l1[2]
|
|
};
|
|
|
|
const float a = dot_v3v3(ldir, ldir);
|
|
|
|
const float b = 2.0f *
|
|
(ldir[0] * (l1[0] - sp[0]) +
|
|
ldir[1] * (l1[1] - sp[1]) +
|
|
ldir[2] * (l1[2] - sp[2]));
|
|
|
|
const float c =
|
|
dot_v3v3(sp, sp) +
|
|
dot_v3v3(l1, l1) -
|
|
(2.0f * dot_v3v3(sp, l1)) -
|
|
(r * r);
|
|
|
|
const float i = b * b - 4.0f * a * c;
|
|
|
|
float mu;
|
|
|
|
if (i < 0.0f) {
|
|
/* no intersections */
|
|
return 0;
|
|
}
|
|
else if (i == 0.0f) {
|
|
/* one intersection */
|
|
mu = -b / (2.0f * a);
|
|
madd_v3_v3v3fl(r_p1, l1, ldir, mu);
|
|
return 1;
|
|
}
|
|
else if (i > 0.0f) {
|
|
const float i_sqrt = sqrt(i); /* avoid calc twice */
|
|
|
|
/* first intersection */
|
|
mu = (-b + i_sqrt) / (2.0f * a);
|
|
madd_v3_v3v3fl(r_p1, l1, ldir, mu);
|
|
|
|
/* second intersection */
|
|
mu = (-b - i_sqrt) / (2.0f * a);
|
|
madd_v3_v3v3fl(r_p2, l1, ldir, mu);
|
|
return 2;
|
|
}
|
|
else {
|
|
/* math domain error - nan */
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
/* keep in sync with isect_line_sphere_v3 */
|
|
int isect_line_sphere_v2(const float l1[2], const float l2[2],
|
|
const float sp[2], const float r,
|
|
float r_p1[2], float r_p2[2])
|
|
{
|
|
const float ldir[2] = {l2[0] - l1[0],
|
|
l2[1] - l1[1]};
|
|
|
|
const float a = dot_v2v2(ldir, ldir);
|
|
|
|
const float b = 2.0f *
|
|
(ldir[0] * (l1[0] - sp[0]) +
|
|
ldir[1] * (l1[1] - sp[1]));
|
|
|
|
const float c =
|
|
dot_v2v2(sp, sp) +
|
|
dot_v2v2(l1, l1) -
|
|
(2.0f * dot_v2v2(sp, l1)) -
|
|
(r * r);
|
|
|
|
const float i = b * b - 4.0f * a * c;
|
|
|
|
float mu;
|
|
|
|
if (i < 0.0f) {
|
|
/* no intersections */
|
|
return 0;
|
|
}
|
|
else if (i == 0.0f) {
|
|
/* one intersection */
|
|
mu = -b / (2.0f * a);
|
|
madd_v2_v2v2fl(r_p1, l1, ldir, mu);
|
|
return 1;
|
|
}
|
|
else if (i > 0.0f) {
|
|
const float i_sqrt = sqrt(i); /* avoid calc twice */
|
|
|
|
/* first intersection */
|
|
mu = (-b + i_sqrt) / (2.0f * a);
|
|
madd_v2_v2v2fl(r_p1, l1, ldir, mu);
|
|
|
|
/* second intersection */
|
|
mu = (-b - i_sqrt) / (2.0f * a);
|
|
madd_v2_v2v2fl(r_p2, l1, ldir, mu);
|
|
return 2;
|
|
}
|
|
else {
|
|
/* math domain error - nan */
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* -1: colliniar
|
|
* 1: intersection
|
|
*/
|
|
static short IsectLLPt2Df(const float x0, const float y0, const float x1, const float y1,
|
|
const float x2, const float y2, const float x3, const float y3, float *xi, float *yi)
|
|
|
|
{
|
|
/*
|
|
* this function computes the intersection of the sent lines
|
|
* and returns the intersection point, note that the function assumes
|
|
* the lines intersect. the function can handle vertical as well
|
|
* as horizontal lines. note the function isn't very clever, it simply
|
|
* applies the math, but we don't need speed since this is a
|
|
* pre-processing step
|
|
*/
|
|
float c1, c2; /* constants of linear equations */
|
|
float det_inv; /* the inverse of the determinant of the coefficient */
|
|
float m1, m2; /* the slopes of each line */
|
|
/*
|
|
* compute slopes, note the cludge for infinity, however, this will
|
|
* be close enough
|
|
*/
|
|
if (fabs(x1 - x0) > 0.000001)
|
|
m1 = (y1 - y0) / (x1 - x0);
|
|
else
|
|
return -1; /*m1 = (float)1e+10;*/ // close enough to infinity
|
|
|
|
if (fabs(x3 - x2) > 0.000001)
|
|
m2 = (y3 - y2) / (x3 - x2);
|
|
else
|
|
return -1; /*m2 = (float)1e+10;*/ // close enough to infinity
|
|
|
|
if (fabs(m1 - m2) < 0.000001)
|
|
return -1; /* parallel lines */
|
|
|
|
// compute constants
|
|
|
|
c1 = (y0 - m1 * x0);
|
|
c2 = (y2 - m2 * x2);
|
|
|
|
// compute the inverse of the determinate
|
|
|
|
det_inv = 1.0f / (-m1 + m2);
|
|
|
|
// use Kramers rule to compute xi and yi
|
|
|
|
*xi = ((-c2 + c1) * det_inv);
|
|
*yi = ((m2 * c1 - m1 * c2) * det_inv);
|
|
|
|
return 1;
|
|
}
|
|
|
|
/* point in tri */
|
|
|
|
int isect_point_tri_v2(const float pt[2], const float v1[2], const float v2[2], const float v3[2])
|
|
{
|
|
if (line_point_side_v2(v1, v2, pt) >= 0.0f) {
|
|
if (line_point_side_v2(v2, v3, pt) >= 0.0f) {
|
|
if (line_point_side_v2(v3, v1, pt) >= 0.0f) {
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
if (!(line_point_side_v2(v2, v3, pt) >= 0.0f)) {
|
|
if (!(line_point_side_v2(v3, v1, pt) >= 0.0f)) {
|
|
return -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/* point in quad - only convex quads */
|
|
int isect_point_quad_v2(const float pt[2], const float v1[2], const float v2[2], const float v3[2], const float v4[2])
|
|
{
|
|
if (line_point_side_v2(v1, v2, pt) >= 0.0f) {
|
|
if (line_point_side_v2(v2, v3, pt) >= 0.0f) {
|
|
if (line_point_side_v2(v3, v4, pt) >= 0.0f) {
|
|
if (line_point_side_v2(v4, v1, pt) >= 0.0f) {
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
if (!(line_point_side_v2(v2, v3, pt) >= 0.0f)) {
|
|
if (!(line_point_side_v2(v3, v4, pt) >= 0.0f)) {
|
|
if (!(line_point_side_v2(v4, v1, pt) >= 0.0f)) {
|
|
return -1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/* moved from effect.c
|
|
* test if the line starting at p1 ending at p2 intersects the triangle v0..v2
|
|
* return non zero if it does
|
|
*/
|
|
int isect_line_tri_v3(const float p1[3], const float p2[3],
|
|
const float v0[3], const float v1[3], const float v2[3],
|
|
float *r_lambda, float r_uv[2])
|
|
{
|
|
|
|
float p[3], s[3], d[3], e1[3], e2[3], q[3];
|
|
float a, f, u, v;
|
|
|
|
sub_v3_v3v3(e1, v1, v0);
|
|
sub_v3_v3v3(e2, v2, v0);
|
|
sub_v3_v3v3(d, p2, p1);
|
|
|
|
cross_v3_v3v3(p, d, e2);
|
|
a = dot_v3v3(e1, p);
|
|
if ((a > -0.000001f) && (a < 0.000001f)) return 0;
|
|
f = 1.0f / a;
|
|
|
|
sub_v3_v3v3(s, p1, v0);
|
|
|
|
u = f * dot_v3v3(s, p);
|
|
if ((u < 0.0f) || (u > 1.0f)) return 0;
|
|
|
|
cross_v3_v3v3(q, s, e1);
|
|
|
|
v = f * dot_v3v3(d, q);
|
|
if ((v < 0.0f) || ((u + v) > 1.0f)) return 0;
|
|
|
|
*r_lambda = f * dot_v3v3(e2, q);
|
|
if ((*r_lambda < 0.0f) || (*r_lambda > 1.0f)) return 0;
|
|
|
|
if (r_uv) {
|
|
r_uv[0] = u;
|
|
r_uv[1] = v;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/* moved from effect.c
|
|
* test if the ray starting at p1 going in d direction intersects the triangle v0..v2
|
|
* return non zero if it does
|
|
*/
|
|
int isect_ray_tri_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])
|
|
{
|
|
float p[3], s[3], e1[3], e2[3], q[3];
|
|
float a, f, u, v;
|
|
|
|
sub_v3_v3v3(e1, v1, v0);
|
|
sub_v3_v3v3(e2, v2, v0);
|
|
|
|
cross_v3_v3v3(p, d, e2);
|
|
a = dot_v3v3(e1, p);
|
|
/* note: these values were 0.000001 in 2.4x but for projection snapping on
|
|
* a human head (1BU==1m), subsurf level 2, this gave many errors - campbell */
|
|
if ((a > -0.00000001f) && (a < 0.00000001f)) return 0;
|
|
f = 1.0f / a;
|
|
|
|
sub_v3_v3v3(s, p1, v0);
|
|
|
|
u = f * dot_v3v3(s, p);
|
|
if ((u < 0.0f) || (u > 1.0f)) return 0;
|
|
|
|
cross_v3_v3v3(q, s, e1);
|
|
|
|
v = f * dot_v3v3(d, q);
|
|
if ((v < 0.0f) || ((u + v) > 1.0f)) return 0;
|
|
|
|
*r_lambda = f * dot_v3v3(e2, q);
|
|
if ((*r_lambda < 0.0f)) return 0;
|
|
|
|
if (r_uv) {
|
|
r_uv[0] = u;
|
|
r_uv[1] = v;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
int isect_ray_plane_v3(const float p1[3], const float d[3],
|
|
const float v0[3], const float v1[3], const float v2[3],
|
|
float *r_lambda, const int clip)
|
|
{
|
|
float p[3], s[3], e1[3], e2[3], q[3];
|
|
float a, f;
|
|
/* float u, v; */ /*UNUSED*/
|
|
|
|
sub_v3_v3v3(e1, v1, v0);
|
|
sub_v3_v3v3(e2, v2, v0);
|
|
|
|
cross_v3_v3v3(p, d, e2);
|
|
a = dot_v3v3(e1, p);
|
|
/* note: these values were 0.000001 in 2.4x but for projection snapping on
|
|
* a human head (1BU==1m), subsurf level 2, this gave many errors - campbell */
|
|
if ((a > -0.00000001f) && (a < 0.00000001f)) return 0;
|
|
f = 1.0f / a;
|
|
|
|
sub_v3_v3v3(s, p1, v0);
|
|
|
|
/* u = f * dot_v3v3(s, p); */ /*UNUSED*/
|
|
|
|
cross_v3_v3v3(q, s, e1);
|
|
|
|
/* v = f * dot_v3v3(d, q); */ /*UNUSED*/
|
|
|
|
*r_lambda = f * dot_v3v3(e2, q);
|
|
if (clip && (*r_lambda < 0.0f)) return 0;
|
|
|
|
return 1;
|
|
}
|
|
|
|
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 uv[2], const float epsilon)
|
|
{
|
|
float p[3], s[3], e1[3], e2[3], q[3];
|
|
float a, f, u, v;
|
|
|
|
sub_v3_v3v3(e1, v1, v0);
|
|
sub_v3_v3v3(e2, v2, v0);
|
|
|
|
cross_v3_v3v3(p, d, e2);
|
|
a = dot_v3v3(e1, p);
|
|
if (a == 0.0f) return 0;
|
|
f = 1.0f / a;
|
|
|
|
sub_v3_v3v3(s, p1, v0);
|
|
|
|
u = f * dot_v3v3(s, p);
|
|
if ((u < -epsilon) || (u > 1.0f + epsilon)) return 0;
|
|
|
|
cross_v3_v3v3(q, s, e1);
|
|
|
|
v = f * dot_v3v3(d, q);
|
|
if ((v < -epsilon) || ((u + v) > 1.0f + epsilon)) return 0;
|
|
|
|
*r_lambda = f * dot_v3v3(e2, q);
|
|
if ((*r_lambda < 0.0f)) return 0;
|
|
|
|
if (uv) {
|
|
uv[0] = u;
|
|
uv[1] = v;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
int isect_ray_tri_threshold_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 threshold)
|
|
{
|
|
float p[3], s[3], e1[3], e2[3], q[3];
|
|
float a, f, u, v;
|
|
float du = 0, dv = 0;
|
|
|
|
sub_v3_v3v3(e1, v1, v0);
|
|
sub_v3_v3v3(e2, v2, v0);
|
|
|
|
cross_v3_v3v3(p, d, e2);
|
|
a = dot_v3v3(e1, p);
|
|
if ((a > -0.000001f) && (a < 0.000001f)) return 0;
|
|
f = 1.0f / a;
|
|
|
|
sub_v3_v3v3(s, p1, v0);
|
|
|
|
cross_v3_v3v3(q, s, e1);
|
|
*r_lambda = f * dot_v3v3(e2, q);
|
|
if ((*r_lambda < 0.0f)) return 0;
|
|
|
|
u = f * dot_v3v3(s, p);
|
|
v = f * dot_v3v3(d, q);
|
|
|
|
if (u < 0) du = u;
|
|
if (u > 1) du = u - 1;
|
|
if (v < 0) dv = v;
|
|
if (v > 1) dv = v - 1;
|
|
if (u > 0 && v > 0 && u + v > 1) {
|
|
float t = u + v - 1;
|
|
du = u - t / 2;
|
|
dv = v - t / 2;
|
|
}
|
|
|
|
mul_v3_fl(e1, du);
|
|
mul_v3_fl(e2, dv);
|
|
|
|
if (dot_v3v3(e1, e1) + dot_v3v3(e2, e2) > threshold * threshold) {
|
|
return 0;
|
|
}
|
|
|
|
if (r_uv) {
|
|
r_uv[0] = u;
|
|
r_uv[1] = v;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
int isect_line_plane_v3(float out[3],
|
|
const float l1[3], const float l2[3],
|
|
const float plane_co[3], const float plane_no[3], const short no_flip)
|
|
{
|
|
float l_vec[3]; /* l1 -> l2 normalized vector */
|
|
float p_no[3]; /* 'plane_no' normalized */
|
|
float dot;
|
|
|
|
sub_v3_v3v3(l_vec, l2, l1);
|
|
|
|
normalize_v3(l_vec);
|
|
normalize_v3_v3(p_no, plane_no);
|
|
|
|
dot = dot_v3v3(l_vec, p_no);
|
|
if (dot == 0.0f) {
|
|
return 0;
|
|
}
|
|
else {
|
|
float l1_plane[3]; /* line point aligned with the plane */
|
|
float dist; /* 'plane_no' aligned distance to the 'plane_co' */
|
|
|
|
/* for predictable flipping since the plane is only used to
|
|
* define a direction, ignore its flipping and aligned with 'l_vec' */
|
|
if (dot < 0.0f) {
|
|
dot = -dot;
|
|
negate_v3(p_no);
|
|
}
|
|
|
|
add_v3_v3v3(l1_plane, l1, p_no);
|
|
|
|
dist = line_point_factor_v3(plane_co, l1, l1_plane);
|
|
|
|
/* treat line like a ray, when 'no_flip' is set */
|
|
if (no_flip && dist < 0.0f) {
|
|
dist = -dist;
|
|
}
|
|
|
|
mul_v3_fl(l_vec, dist / dot);
|
|
|
|
add_v3_v3v3(out, l1, l_vec);
|
|
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
/* note: return normal isn't unit length */
|
|
void isect_plane_plane_v3(float r_isect_co[3], float r_isect_no[3],
|
|
const float plane_a_co[3], const float plane_a_no[3],
|
|
const float plane_b_co[3], const float plane_b_no[3])
|
|
{
|
|
float plane_a_co_other[3];
|
|
cross_v3_v3v3(r_isect_no, plane_a_no, plane_b_no); /* direction is simply the cross product */
|
|
cross_v3_v3v3(plane_a_co_other, plane_a_no, r_isect_no);
|
|
add_v3_v3(plane_a_co_other, plane_a_co);
|
|
isect_line_plane_v3(r_isect_co, plane_a_co, plane_a_co_other, plane_b_co, plane_b_no, FALSE);
|
|
}
|
|
|
|
|
|
/* Adapted from the paper by Kasper Fauerby */
|
|
|
|
/* "Improved Collision detection and Response" */
|
|
static int getLowestRoot(const float a, const float b, const float c, const float maxR, float *root)
|
|
{
|
|
// Check if a solution exists
|
|
float determinant = b * b - 4.0f * a * c;
|
|
|
|
// If determinant is negative it means no solutions.
|
|
if (determinant >= 0.0f) {
|
|
// calculate the two roots: (if determinant == 0 then
|
|
// x1==x2 but lets disregard that slight optimization)
|
|
float sqrtD = (float)sqrt(determinant);
|
|
float r1 = (-b - sqrtD) / (2.0f * a);
|
|
float r2 = (-b + sqrtD) / (2.0f * a);
|
|
|
|
// Sort so x1 <= x2
|
|
if (r1 > r2)
|
|
SWAP(float, r1, r2);
|
|
|
|
// Get lowest root:
|
|
if (r1 > 0.0f && r1 < maxR) {
|
|
*root = r1;
|
|
return 1;
|
|
}
|
|
|
|
// It is possible that we want x2 - this can happen
|
|
// if x1 < 0
|
|
if (r2 > 0.0f && r2 < maxR) {
|
|
*root = r2;
|
|
return 1;
|
|
}
|
|
}
|
|
// No (valid) solutions
|
|
return 0;
|
|
}
|
|
|
|
int isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const float radius,
|
|
const float v0[3], const float v1[3], const float v2[3],
|
|
float *r_lambda, float ipoint[3])
|
|
{
|
|
float e1[3], e2[3], e3[3], point[3], vel[3], /*dist[3],*/ nor[3], temp[3], bv[3];
|
|
float a, b, c, d, e, x, y, z, radius2 = radius * radius;
|
|
float elen2, edotv, edotbv, nordotv;
|
|
float newLambda;
|
|
int found_by_sweep = 0;
|
|
|
|
sub_v3_v3v3(e1, v1, v0);
|
|
sub_v3_v3v3(e2, v2, v0);
|
|
sub_v3_v3v3(vel, p2, p1);
|
|
|
|
/*---test plane of tri---*/
|
|
cross_v3_v3v3(nor, e1, e2);
|
|
normalize_v3(nor);
|
|
|
|
/* flip normal */
|
|
if (dot_v3v3(nor, vel) > 0.0f) negate_v3(nor);
|
|
|
|
a = dot_v3v3(p1, nor) - dot_v3v3(v0, nor);
|
|
nordotv = dot_v3v3(nor, vel);
|
|
|
|
if (fabsf(nordotv) < 0.000001f) {
|
|
if (fabsf(a) >= radius) {
|
|
return 0;
|
|
}
|
|
}
|
|
else {
|
|
float t0 = (-a + radius) / nordotv;
|
|
float t1 = (-a - radius) / nordotv;
|
|
|
|
if (t0 > t1)
|
|
SWAP(float, t0, t1);
|
|
|
|
if (t0 > 1.0f || t1 < 0.0f) return 0;
|
|
|
|
/* clamp to [0,1] */
|
|
CLAMP(t0, 0.0f, 1.0f);
|
|
CLAMP(t1, 0.0f, 1.0f);
|
|
|
|
/*---test inside of tri---*/
|
|
/* plane intersection point */
|
|
|
|
point[0] = p1[0] + vel[0] * t0 - nor[0] * radius;
|
|
point[1] = p1[1] + vel[1] * t0 - nor[1] * radius;
|
|
point[2] = p1[2] + vel[2] * t0 - nor[2] * radius;
|
|
|
|
|
|
/* is the point in the tri? */
|
|
a = dot_v3v3(e1, e1);
|
|
b = dot_v3v3(e1, e2);
|
|
c = dot_v3v3(e2, e2);
|
|
|
|
sub_v3_v3v3(temp, point, v0);
|
|
d = dot_v3v3(temp, e1);
|
|
e = dot_v3v3(temp, e2);
|
|
|
|
x = d * c - e * b;
|
|
y = e * a - d * b;
|
|
z = x + y - (a * c - b * b);
|
|
|
|
|
|
if (z <= 0.0f && (x >= 0.0f && y >= 0.0f)) {
|
|
//(((unsigned int)z)& ~(((unsigned int)x)|((unsigned int)y))) & 0x80000000) {
|
|
*r_lambda = t0;
|
|
copy_v3_v3(ipoint, point);
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
|
|
*r_lambda = 1.0f;
|
|
|
|
/*---test points---*/
|
|
a = dot_v3v3(vel, vel);
|
|
|
|
/*v0*/
|
|
sub_v3_v3v3(temp, p1, v0);
|
|
b = 2.0f * dot_v3v3(vel, temp);
|
|
c = dot_v3v3(temp, temp) - radius2;
|
|
|
|
if (getLowestRoot(a, b, c, *r_lambda, r_lambda)) {
|
|
copy_v3_v3(ipoint, v0);
|
|
found_by_sweep = 1;
|
|
}
|
|
|
|
/*v1*/
|
|
sub_v3_v3v3(temp, p1, v1);
|
|
b = 2.0f * dot_v3v3(vel, temp);
|
|
c = dot_v3v3(temp, temp) - radius2;
|
|
|
|
if (getLowestRoot(a, b, c, *r_lambda, r_lambda)) {
|
|
copy_v3_v3(ipoint, v1);
|
|
found_by_sweep = 1;
|
|
}
|
|
|
|
/*v2*/
|
|
sub_v3_v3v3(temp, p1, v2);
|
|
b = 2.0f * dot_v3v3(vel, temp);
|
|
c = dot_v3v3(temp, temp) - radius2;
|
|
|
|
if (getLowestRoot(a, b, c, *r_lambda, r_lambda)) {
|
|
copy_v3_v3(ipoint, v2);
|
|
found_by_sweep = 1;
|
|
}
|
|
|
|
/*---test edges---*/
|
|
sub_v3_v3v3(e3, v2, v1); //wasnt yet calculated
|
|
|
|
|
|
/*e1*/
|
|
sub_v3_v3v3(bv, v0, p1);
|
|
|
|
elen2 = dot_v3v3(e1, e1);
|
|
edotv = dot_v3v3(e1, vel);
|
|
edotbv = dot_v3v3(e1, bv);
|
|
|
|
a = elen2 * (-dot_v3v3(vel, vel)) + edotv * edotv;
|
|
b = 2.0f * (elen2 * dot_v3v3(vel, bv) - edotv * edotbv);
|
|
c = elen2 * (radius2 - dot_v3v3(bv, bv)) + edotbv * edotbv;
|
|
|
|
if (getLowestRoot(a, b, c, *r_lambda, &newLambda)) {
|
|
e = (edotv * newLambda - edotbv) / elen2;
|
|
|
|
if (e >= 0.0f && e <= 1.0f) {
|
|
*r_lambda = newLambda;
|
|
copy_v3_v3(ipoint, e1);
|
|
mul_v3_fl(ipoint, e);
|
|
add_v3_v3(ipoint, v0);
|
|
found_by_sweep = 1;
|
|
}
|
|
}
|
|
|
|
/*e2*/
|
|
/*bv is same*/
|
|
elen2 = dot_v3v3(e2, e2);
|
|
edotv = dot_v3v3(e2, vel);
|
|
edotbv = dot_v3v3(e2, bv);
|
|
|
|
a = elen2 * (-dot_v3v3(vel, vel)) + edotv * edotv;
|
|
b = 2.0f * (elen2 * dot_v3v3(vel, bv) - edotv * edotbv);
|
|
c = elen2 * (radius2 - dot_v3v3(bv, bv)) + edotbv * edotbv;
|
|
|
|
if (getLowestRoot(a, b, c, *r_lambda, &newLambda)) {
|
|
e = (edotv * newLambda - edotbv) / elen2;
|
|
|
|
if (e >= 0.0f && e <= 1.0f) {
|
|
*r_lambda = newLambda;
|
|
copy_v3_v3(ipoint, e2);
|
|
mul_v3_fl(ipoint, e);
|
|
add_v3_v3(ipoint, v0);
|
|
found_by_sweep = 1;
|
|
}
|
|
}
|
|
|
|
/*e3*/
|
|
/* sub_v3_v3v3(bv,v0,p1); */ /* UNUSED */
|
|
/* elen2 = dot_v3v3(e1,e1); */ /* UNUSED */
|
|
/* edotv = dot_v3v3(e1,vel); */ /* UNUSED */
|
|
/* edotbv = dot_v3v3(e1,bv); */ /* UNUSED */
|
|
|
|
sub_v3_v3v3(bv, v1, p1);
|
|
elen2 = dot_v3v3(e3, e3);
|
|
edotv = dot_v3v3(e3, vel);
|
|
edotbv = dot_v3v3(e3, bv);
|
|
|
|
a = elen2 * (-dot_v3v3(vel, vel)) + edotv * edotv;
|
|
b = 2.0f * (elen2 * dot_v3v3(vel, bv) - edotv * edotbv);
|
|
c = elen2 * (radius2 - dot_v3v3(bv, bv)) + edotbv * edotbv;
|
|
|
|
if (getLowestRoot(a, b, c, *r_lambda, &newLambda)) {
|
|
e = (edotv * newLambda - edotbv) / elen2;
|
|
|
|
if (e >= 0.0f && e <= 1.0f) {
|
|
*r_lambda = newLambda;
|
|
copy_v3_v3(ipoint, e3);
|
|
mul_v3_fl(ipoint, e);
|
|
add_v3_v3(ipoint, v1);
|
|
found_by_sweep = 1;
|
|
}
|
|
}
|
|
|
|
|
|
return found_by_sweep;
|
|
}
|
|
|
|
int isect_axial_line_tri_v3(const int axis, const float p1[3], const float p2[3],
|
|
const float v0[3], const float v1[3], const float v2[3], float *r_lambda)
|
|
{
|
|
float p[3], e1[3], e2[3];
|
|
float u, v, f;
|
|
int a0 = axis, a1 = (axis + 1) % 3, a2 = (axis + 2) % 3;
|
|
|
|
//return isect_line_tri_v3(p1,p2,v0,v1,v2,lambda);
|
|
|
|
///* first a simple bounding box test */
|
|
//if(MIN3(v0[a1],v1[a1],v2[a1]) > p1[a1]) return 0;
|
|
//if(MIN3(v0[a2],v1[a2],v2[a2]) > p1[a2]) return 0;
|
|
//if(MAX3(v0[a1],v1[a1],v2[a1]) < p1[a1]) return 0;
|
|
//if(MAX3(v0[a2],v1[a2],v2[a2]) < p1[a2]) return 0;
|
|
|
|
///* then a full intersection test */
|
|
|
|
sub_v3_v3v3(e1, v1, v0);
|
|
sub_v3_v3v3(e2, v2, v0);
|
|
sub_v3_v3v3(p, v0, p1);
|
|
|
|
f = (e2[a1] * e1[a2] - e2[a2] * e1[a1]);
|
|
if ((f > -0.000001f) && (f < 0.000001f)) return 0;
|
|
|
|
v = (p[a2] * e1[a1] - p[a1] * e1[a2]) / f;
|
|
if ((v < 0.0f) || (v > 1.0f)) return 0;
|
|
|
|
f = e1[a1];
|
|
if ((f > -0.000001f) && (f < 0.000001f)) {
|
|
f = e1[a2];
|
|
if ((f > -0.000001f) && (f < 0.000001f)) return 0;
|
|
u = (-p[a2] - v * e2[a2]) / f;
|
|
}
|
|
else
|
|
u = (-p[a1] - v * e2[a1]) / f;
|
|
|
|
if ((u < 0.0f) || ((u + v) > 1.0f)) return 0;
|
|
|
|
*r_lambda = (p[a0] + u * e1[a0] + v * e2[a0]) / (p2[a0] - p1[a0]);
|
|
|
|
if ((*r_lambda < 0.0f) || (*r_lambda > 1.0f)) return 0;
|
|
|
|
return 1;
|
|
}
|
|
|
|
/* Returns the number of point of interests
|
|
* 0 - lines are colinear
|
|
* 1 - lines are coplanar, i1 is set to intersection
|
|
* 2 - i1 and i2 are the nearest points on line 1 (v1, v2) and line 2 (v3, v4) respectively
|
|
* */
|
|
int isect_line_line_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3], float i1[3], float i2[3])
|
|
{
|
|
float a[3], b[3], c[3], ab[3], cb[3], dir1[3], dir2[3];
|
|
float d;
|
|
|
|
sub_v3_v3v3(c, v3, v1);
|
|
sub_v3_v3v3(a, v2, v1);
|
|
sub_v3_v3v3(b, v4, v3);
|
|
|
|
normalize_v3_v3(dir1, a);
|
|
normalize_v3_v3(dir2, b);
|
|
d = dot_v3v3(dir1, dir2);
|
|
if (d == 1.0f || d == -1.0f) {
|
|
/* colinear */
|
|
return 0;
|
|
}
|
|
|
|
cross_v3_v3v3(ab, a, b);
|
|
d = dot_v3v3(c, ab);
|
|
|
|
/* test if the two lines are coplanar */
|
|
if (d > -0.000001f && d < 0.000001f) {
|
|
cross_v3_v3v3(cb, c, b);
|
|
|
|
mul_v3_fl(a, dot_v3v3(cb, ab) / dot_v3v3(ab, ab));
|
|
add_v3_v3v3(i1, v1, a);
|
|
copy_v3_v3(i2, i1);
|
|
|
|
return 1; /* one intersection only */
|
|
}
|
|
/* if not */
|
|
else {
|
|
float n[3], t[3];
|
|
float v3t[3], v4t[3];
|
|
sub_v3_v3v3(t, v1, v3);
|
|
|
|
/* offset between both plane where the lines lies */
|
|
cross_v3_v3v3(n, a, b);
|
|
project_v3_v3v3(t, t, n);
|
|
|
|
/* for the first line, offset the second line until it is coplanar */
|
|
add_v3_v3v3(v3t, v3, t);
|
|
add_v3_v3v3(v4t, v4, t);
|
|
|
|
sub_v3_v3v3(c, v3t, v1);
|
|
sub_v3_v3v3(a, v2, v1);
|
|
sub_v3_v3v3(b, v4t, v3t);
|
|
|
|
cross_v3_v3v3(ab, a, b);
|
|
cross_v3_v3v3(cb, c, b);
|
|
|
|
mul_v3_fl(a, dot_v3v3(cb, ab) / dot_v3v3(ab, ab));
|
|
add_v3_v3v3(i1, v1, a);
|
|
|
|
/* for the second line, just substract the offset from the first intersection point */
|
|
sub_v3_v3v3(i2, i1, t);
|
|
|
|
return 2; /* two nearest points */
|
|
}
|
|
}
|
|
|
|
/* Intersection point strictly between the two lines
|
|
* 0 when no intersection is found
|
|
* */
|
|
int isect_line_line_strict_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3], float vi[3], float *r_lambda)
|
|
{
|
|
float a[3], b[3], c[3], ab[3], cb[3], ca[3], dir1[3], dir2[3];
|
|
float d;
|
|
|
|
sub_v3_v3v3(c, v3, v1);
|
|
sub_v3_v3v3(a, v2, v1);
|
|
sub_v3_v3v3(b, v4, v3);
|
|
|
|
normalize_v3_v3(dir1, a);
|
|
normalize_v3_v3(dir2, b);
|
|
d = dot_v3v3(dir1, dir2);
|
|
if (d == 1.0f || d == -1.0f || d == 0) {
|
|
/* colinear or one vector is zero-length*/
|
|
return 0;
|
|
}
|
|
|
|
cross_v3_v3v3(ab, a, b);
|
|
d = dot_v3v3(c, ab);
|
|
|
|
/* test if the two lines are coplanar */
|
|
if (d > -0.000001f && d < 0.000001f) {
|
|
float f1, f2;
|
|
cross_v3_v3v3(cb, c, b);
|
|
cross_v3_v3v3(ca, c, a);
|
|
|
|
f1 = dot_v3v3(cb, ab) / dot_v3v3(ab, ab);
|
|
f2 = dot_v3v3(ca, ab) / dot_v3v3(ab, ab);
|
|
|
|
if (f1 >= 0 && f1 <= 1 &&
|
|
f2 >= 0 && f2 <= 1)
|
|
{
|
|
mul_v3_fl(a, f1);
|
|
add_v3_v3v3(vi, v1, a);
|
|
|
|
if (r_lambda) *r_lambda = f1;
|
|
|
|
return 1; /* intersection found */
|
|
}
|
|
else {
|
|
return 0;
|
|
}
|
|
}
|
|
else {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
int isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3])
|
|
{
|
|
return (min1[0] < max2[0] && min1[1] < max2[1] && min1[2] < max2[2] &&
|
|
min2[0] < max1[0] && min2[1] < max1[1] && min2[2] < max1[2]);
|
|
}
|
|
|
|
/* find closest point to p on line through l1,l2 and return lambda,
|
|
* where (0 <= lambda <= 1) when cp is in the line segement l1,l2
|
|
*/
|
|
float closest_to_line_v3(float cp[3], const float p[3], const float l1[3], const float l2[3])
|
|
{
|
|
float h[3], u[3], lambda;
|
|
sub_v3_v3v3(u, l2, l1);
|
|
sub_v3_v3v3(h, p, l1);
|
|
lambda = dot_v3v3(u, h) / dot_v3v3(u, u);
|
|
cp[0] = l1[0] + u[0] * lambda;
|
|
cp[1] = l1[1] + u[1] * lambda;
|
|
cp[2] = l1[2] + u[2] * lambda;
|
|
return lambda;
|
|
}
|
|
|
|
float closest_to_line_v2(float cp[2], const float p[2], const float l1[2], const float l2[2])
|
|
{
|
|
float h[2], u[2], lambda;
|
|
sub_v2_v2v2(u, l2, l1);
|
|
sub_v2_v2v2(h, p, l1);
|
|
lambda = dot_v2v2(u, h) / dot_v2v2(u, u);
|
|
cp[0] = l1[0] + u[0] * lambda;
|
|
cp[1] = l1[1] + u[1] * lambda;
|
|
return lambda;
|
|
}
|
|
|
|
/* little sister we only need to know lambda */
|
|
float line_point_factor_v3(const float p[3], const float l1[3], const float l2[3])
|
|
{
|
|
float h[3], u[3];
|
|
sub_v3_v3v3(u, l2, l1);
|
|
sub_v3_v3v3(h, p, l1);
|
|
return (dot_v3v3(u, h) / dot_v3v3(u, u));
|
|
}
|
|
|
|
float line_point_factor_v2(const float p[2], const float l1[2], const float l2[2])
|
|
{
|
|
float h[2], u[2];
|
|
sub_v2_v2v2(u, l2, l1);
|
|
sub_v2_v2v2(h, p, l1);
|
|
return (dot_v2v2(u, h) / dot_v2v2(u, u));
|
|
}
|
|
|
|
/* ensyre the distance between these points is no greater then 'dist'
|
|
* if it is, scale then both into the center */
|
|
void limit_dist_v3(float v1[3], float v2[3], const float dist)
|
|
{
|
|
const float dist_old = len_v3v3(v1, v2);
|
|
|
|
if (dist_old > dist) {
|
|
float v1_old[3];
|
|
float v2_old[3];
|
|
float fac = (dist / dist_old) * 0.5f;
|
|
|
|
copy_v3_v3(v1_old, v1);
|
|
copy_v3_v3(v2_old, v2);
|
|
|
|
interp_v3_v3v3(v1, v1_old, v2_old, 0.5f - fac);
|
|
interp_v3_v3v3(v2, v1_old, v2_old, 0.5f + fac);
|
|
}
|
|
}
|
|
|
|
/* Similar to LineIntersectsTriangleUV, except it operates on a quad and in 2d, assumes point is in quad */
|
|
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])
|
|
{
|
|
float x0, y0, x1, y1, wtot, v2d[2], w1, w2;
|
|
|
|
/* used for parallel lines */
|
|
float pt3d[3], l1[3], l2[3], pt_on_line[3];
|
|
|
|
/* compute 2 edges of the quad intersection point */
|
|
if (IsectLLPt2Df(v0[0], v0[1], v1[0], v1[1], v2[0], v2[1], v3[0], v3[1], &x0, &y0) == 1) {
|
|
/* the intersection point between the quad-edge intersection and the point in the quad we want the uv's for */
|
|
/* should never be paralle !! */
|
|
/*printf("\tnot parallel 1\n");*/
|
|
IsectLLPt2Df(pt[0], pt[1], x0, y0, v0[0], v0[1], v3[0], v3[1], &x1, &y1);
|
|
|
|
/* Get the weights from the new intersection point, to each edge */
|
|
v2d[0] = x1 - v0[0];
|
|
v2d[1] = y1 - v0[1];
|
|
w1 = len_v2(v2d);
|
|
|
|
v2d[0] = x1 - v3[0]; /* some but for the other vert */
|
|
v2d[1] = y1 - v3[1];
|
|
w2 = len_v2(v2d);
|
|
wtot = w1 + w2;
|
|
/*w1 = w1/wtot;*/
|
|
/*w2 = w2/wtot;*/
|
|
r_uv[0] = w1 / wtot;
|
|
}
|
|
else {
|
|
/* lines are parallel, lambda_cp_line_ex is 3d grrr */
|
|
/*printf("\tparallel1\n");*/
|
|
pt3d[0] = pt[0];
|
|
pt3d[1] = pt[1];
|
|
pt3d[2] = l1[2] = l2[2] = 0.0f;
|
|
|
|
l1[0] = v0[0];
|
|
l1[1] = v0[1];
|
|
l2[0] = v1[0];
|
|
l2[1] = v1[1];
|
|
closest_to_line_v3(pt_on_line, pt3d, l1, l2);
|
|
v2d[0] = pt[0] - pt_on_line[0]; /* same, for the other vert */
|
|
v2d[1] = pt[1] - pt_on_line[1];
|
|
w1 = len_v2(v2d);
|
|
|
|
l1[0] = v2[0];
|
|
l1[1] = v2[1];
|
|
l2[0] = v3[0];
|
|
l2[1] = v3[1];
|
|
closest_to_line_v3(pt_on_line, pt3d, l1, l2);
|
|
v2d[0] = pt[0] - pt_on_line[0]; /* same, for the other vert */
|
|
v2d[1] = pt[1] - pt_on_line[1];
|
|
w2 = len_v2(v2d);
|
|
wtot = w1 + w2;
|
|
r_uv[0] = w1 / wtot;
|
|
}
|
|
|
|
/* Same as above to calc the uv[1] value, alternate calculation */
|
|
|
|
if (IsectLLPt2Df(v0[0], v0[1], v3[0], v3[1], v1[0], v1[1], v2[0], v2[1], &x0, &y0) == 1) { /* was v0,v1 v2,v3 now v0,v3 v1,v2*/
|
|
/* never paralle if above was not */
|
|
/*printf("\tnot parallel2\n");*/
|
|
IsectLLPt2Df(pt[0], pt[1], x0, y0, v0[0], v0[1], v1[0], v1[1], &x1, &y1); /* was v0,v3 now v0,v1*/
|
|
|
|
v2d[0] = x1 - v0[0];
|
|
v2d[1] = y1 - v0[1];
|
|
w1 = len_v2(v2d);
|
|
|
|
v2d[0] = x1 - v1[0];
|
|
v2d[1] = y1 - v1[1];
|
|
w2 = len_v2(v2d);
|
|
wtot = w1 + w2;
|
|
r_uv[1] = w1 / wtot;
|
|
}
|
|
else {
|
|
/* lines are parallel, lambda_cp_line_ex is 3d grrr */
|
|
/*printf("\tparallel2\n");*/
|
|
pt3d[0] = pt[0];
|
|
pt3d[1] = pt[1];
|
|
pt3d[2] = l1[2] = l2[2] = 0.0f;
|
|
|
|
|
|
l1[0] = v0[0];
|
|
l1[1] = v0[1];
|
|
l2[0] = v3[0];
|
|
l2[1] = v3[1];
|
|
closest_to_line_v3(pt_on_line, pt3d, l1, l2);
|
|
v2d[0] = pt[0] - pt_on_line[0]; /* some but for the other vert */
|
|
v2d[1] = pt[1] - pt_on_line[1];
|
|
w1 = len_v2(v2d);
|
|
|
|
l1[0] = v1[0];
|
|
l1[1] = v1[1];
|
|
l2[0] = v2[0];
|
|
l2[1] = v2[1];
|
|
closest_to_line_v3(pt_on_line, pt3d, l1, l2);
|
|
v2d[0] = pt[0] - pt_on_line[0]; /* some but for the other vert */
|
|
v2d[1] = pt[1] - pt_on_line[1];
|
|
w2 = len_v2(v2d);
|
|
wtot = w1 + w2;
|
|
r_uv[1] = w1 / wtot;
|
|
}
|
|
/* may need to flip UV's here */
|
|
}
|
|
|
|
/* same as above but does tri's and quads, tri's are a bit of a hack */
|
|
void isect_point_face_uv_v2(const int isquad,
|
|
const float v0[2], const float v1[2], const float v2[2], const float v3[2],
|
|
const float pt[2], float r_uv[2])
|
|
{
|
|
if (isquad) {
|
|
isect_point_quad_uv_v2(v0, v1, v2, v3, pt, r_uv);
|
|
}
|
|
else {
|
|
/* not for quads, use for our abuse of LineIntersectsTriangleUV */
|
|
float p1_3d[3], p2_3d[3], v0_3d[3], v1_3d[3], v2_3d[3], lambda;
|
|
|
|
p1_3d[0] = p2_3d[0] = r_uv[0];
|
|
p1_3d[1] = p2_3d[1] = r_uv[1];
|
|
p1_3d[2] = 1.0f;
|
|
p2_3d[2] = -1.0f;
|
|
v0_3d[2] = v1_3d[2] = v2_3d[2] = 0.0;
|
|
|
|
/* generate a new fuv, (this is possibly a non optimal solution,
|
|
* since we only need 2d calculation but use 3d func's)
|
|
*
|
|
* this method makes an imaginary triangle in 2d space using the UV's from the derived mesh face
|
|
* Then find new uv coords using the fuv and this face with LineIntersectsTriangleUV.
|
|
* This means the new values will be correct in relation to the derived meshes face.
|
|
*/
|
|
copy_v2_v2(v0_3d, v0);
|
|
copy_v2_v2(v1_3d, v1);
|
|
copy_v2_v2(v2_3d, v2);
|
|
|
|
/* Doing this in 3D is not nice */
|
|
isect_line_tri_v3(p1_3d, p2_3d, v0_3d, v1_3d, v2_3d, &lambda, r_uv);
|
|
}
|
|
}
|
|
|
|
#if 0 // XXX this version used to be used in isect_point_tri_v2_int() and was called IsPointInTri2D
|
|
|
|
int isect_point_tri_v2(float pt[2], float v1[2], float v2[2], float v3[2])
|
|
{
|
|
float inp1, inp2, inp3;
|
|
|
|
inp1 = (v2[0] - v1[0]) * (v1[1] - pt[1]) + (v1[1] - v2[1]) * (v1[0] - pt[0]);
|
|
inp2 = (v3[0] - v2[0]) * (v2[1] - pt[1]) + (v2[1] - v3[1]) * (v2[0] - pt[0]);
|
|
inp3 = (v1[0] - v3[0]) * (v3[1] - pt[1]) + (v3[1] - v1[1]) * (v3[0] - pt[0]);
|
|
|
|
if (inp1 <= 0.0f && inp2 <= 0.0f && inp3 <= 0.0f) return 1;
|
|
if (inp1 >= 0.0f && inp2 >= 0.0f && inp3 >= 0.0f) return 1;
|
|
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
#if 0
|
|
|
|
int isect_point_tri_v2(float v0[2], float v1[2], float v2[2], float pt[2])
|
|
{
|
|
/* not for quads, use for our abuse of LineIntersectsTriangleUV */
|
|
float p1_3d[3], p2_3d[3], v0_3d[3], v1_3d[3], v2_3d[3];
|
|
/* not used */
|
|
float lambda, uv[3];
|
|
|
|
p1_3d[0] = p2_3d[0] = uv[0] = pt[0];
|
|
p1_3d[1] = p2_3d[1] = uv[1] = uv[2] = pt[1];
|
|
p1_3d[2] = 1.0f;
|
|
p2_3d[2] = -1.0f;
|
|
v0_3d[2] = v1_3d[2] = v2_3d[2] = 0.0;
|
|
|
|
/* generate a new fuv, (this is possibly a non optimal solution,
|
|
* since we only need 2d calculation but use 3d func's)
|
|
*
|
|
* this method makes an imaginary triangle in 2d space using the UV's from the derived mesh face
|
|
* Then find new uv coords using the fuv and this face with LineIntersectsTriangleUV.
|
|
* This means the new values will be correct in relation to the derived meshes face.
|
|
*/
|
|
copy_v2_v2(v0_3d, v0);
|
|
copy_v2_v2(v1_3d, v1);
|
|
copy_v2_v2(v2_3d, v2);
|
|
|
|
/* Doing this in 3D is not nice */
|
|
return isect_line_tri_v3(p1_3d, p2_3d, v0_3d, v1_3d, v2_3d, &lambda, uv);
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
* x1,y2
|
|
* | \
|
|
* | \ .(a,b)
|
|
* | \
|
|
* x1,y1-- x2,y1
|
|
*/
|
|
int isect_point_tri_v2_int(const int x1, const int y1, const int x2, const int y2, const int a, const int b)
|
|
{
|
|
float v1[2], v2[2], v3[2], p[2];
|
|
|
|
v1[0] = (float)x1;
|
|
v1[1] = (float)y1;
|
|
|
|
v2[0] = (float)x1;
|
|
v2[1] = (float)y2;
|
|
|
|
v3[0] = (float)x2;
|
|
v3[1] = (float)y1;
|
|
|
|
p[0] = (float)a;
|
|
p[1] = (float)b;
|
|
|
|
return isect_point_tri_v2(p, v1, v2, v3);
|
|
}
|
|
|
|
static int point_in_slice(const float p[3], const float v1[3], const float l1[3], const float l2[3])
|
|
{
|
|
/*
|
|
* what is a slice ?
|
|
* some maths:
|
|
* a line including l1,l2 and a point not on the line
|
|
* define a subset of R3 delimited by planes parallel to the line and orthogonal
|
|
* to the (point --> line) distance vector,one plane on the line one on the point,
|
|
* the room inside usually is rather small compared to R3 though still infinte
|
|
* useful for restricting (speeding up) searches
|
|
* e.g. all points of triangular prism are within the intersection of 3 'slices'
|
|
* onother trivial case : cube
|
|
* but see a 'spat' which is a deformed cube with paired parallel planes needs only 3 slices too
|
|
*/
|
|
float h, rp[3], cp[3], q[3];
|
|
|
|
closest_to_line_v3(cp, v1, l1, l2);
|
|
sub_v3_v3v3(q, cp, v1);
|
|
|
|
sub_v3_v3v3(rp, p, v1);
|
|
h = dot_v3v3(q, rp) / dot_v3v3(q, q);
|
|
if (h < 0.0f || h > 1.0f) return 0;
|
|
return 1;
|
|
}
|
|
|
|
#if 0
|
|
|
|
/* adult sister defining the slice planes by the origin and the normal
|
|
* NOTE |normal| may not be 1 but defining the thickness of the slice */
|
|
static int point_in_slice_as(float p[3], float origin[3], float normal[3])
|
|
{
|
|
float h, rp[3];
|
|
sub_v3_v3v3(rp, p, origin);
|
|
h = dot_v3v3(normal, rp) / dot_v3v3(normal, normal);
|
|
if (h < 0.0f || h > 1.0f) return 0;
|
|
return 1;
|
|
}
|
|
|
|
/*mama (knowing the squared length of the normal)*/
|
|
static int point_in_slice_m(float p[3], float origin[3], float normal[3], float lns)
|
|
{
|
|
float h, rp[3];
|
|
sub_v3_v3v3(rp, p, origin);
|
|
h = dot_v3v3(normal, rp) / lns;
|
|
if (h < 0.0f || h > 1.0f) return 0;
|
|
return 1;
|
|
}
|
|
#endif
|
|
|
|
int isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3])
|
|
{
|
|
if (!point_in_slice(p, v1, v2, v3)) return 0;
|
|
if (!point_in_slice(p, v2, v3, v1)) return 0;
|
|
if (!point_in_slice(p, v3, v1, v2)) return 0;
|
|
return 1;
|
|
}
|
|
|
|
int clip_line_plane(float p1[3], float p2[3], const float plane[4])
|
|
{
|
|
float dp[3], n[3], div, t, pc[3];
|
|
|
|
copy_v3_v3(n, plane);
|
|
sub_v3_v3v3(dp, p2, p1);
|
|
div = dot_v3v3(dp, n);
|
|
|
|
if (div == 0.0f) /* parallel */
|
|
return 1;
|
|
|
|
t = -(dot_v3v3(p1, n) + plane[3]) / div;
|
|
|
|
if (div > 0.0f) {
|
|
/* behind plane, completely clipped */
|
|
if (t >= 1.0f) {
|
|
zero_v3(p1);
|
|
zero_v3(p2);
|
|
return 0;
|
|
}
|
|
|
|
/* intersect plane */
|
|
if (t > 0.0f) {
|
|
madd_v3_v3v3fl(pc, p1, dp, t);
|
|
copy_v3_v3(p1, pc);
|
|
return 1;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
else {
|
|
/* behind plane, completely clipped */
|
|
if (t <= 0.0f) {
|
|
zero_v3(p1);
|
|
zero_v3(p2);
|
|
return 0;
|
|
}
|
|
|
|
/* intersect plane */
|
|
if (t < 1.0f) {
|
|
madd_v3_v3v3fl(pc, p1, dp, t);
|
|
copy_v3_v3(p2, pc);
|
|
return 1;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
void plot_line_v2v2i(const int p1[2], const int p2[2], int (*callback)(int, int, void *), void *userData)
|
|
{
|
|
int x1 = p1[0];
|
|
int y1 = p1[1];
|
|
int x2 = p2[0];
|
|
int y2 = p2[1];
|
|
|
|
signed char ix;
|
|
signed char iy;
|
|
|
|
// if x1 == x2 or y1 == y2, then it does not matter what we set here
|
|
int delta_x = (x2 > x1 ? (ix = 1, x2 - x1) : (ix = -1, x1 - x2)) << 1;
|
|
int delta_y = (y2 > y1 ? (iy = 1, y2 - y1) : (iy = -1, y1 - y2)) << 1;
|
|
|
|
if (callback(x1, y1, userData) == 0) {
|
|
return;
|
|
}
|
|
|
|
if (delta_x >= delta_y) {
|
|
// error may go below zero
|
|
int error = delta_y - (delta_x >> 1);
|
|
|
|
while (x1 != x2) {
|
|
if (error >= 0) {
|
|
if (error || (ix > 0)) {
|
|
y1 += iy;
|
|
error -= delta_x;
|
|
}
|
|
// else do nothing
|
|
}
|
|
// else do nothing
|
|
|
|
x1 += ix;
|
|
error += delta_y;
|
|
|
|
if (callback(x1, y1, userData) == 0) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
// error may go below zero
|
|
int error = delta_x - (delta_y >> 1);
|
|
|
|
while (y1 != y2) {
|
|
if (error >= 0) {
|
|
if (error || (iy > 0)) {
|
|
x1 += ix;
|
|
error -= delta_y;
|
|
}
|
|
// else do nothing
|
|
}
|
|
// else do nothing
|
|
|
|
y1 += iy;
|
|
error += delta_x;
|
|
|
|
if (callback(x1, y1, userData) == 0) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/****************************** Interpolation ********************************/
|
|
|
|
/* get the 2 dominant axis values, 0==X, 1==Y, 2==Z */
|
|
void axis_dominant_v3(int *axis_a, int *axis_b, const float axis[3])
|
|
{
|
|
const float xn = fabsf(axis[0]);
|
|
const float yn = fabsf(axis[1]);
|
|
const float zn = fabsf(axis[2]);
|
|
|
|
if (zn >= xn && zn >= yn) { *axis_a= 0; *axis_b = 1; }
|
|
else if (yn >= xn && yn >= zn) { *axis_a= 0; *axis_b = 2; }
|
|
else { *axis_a= 1; *axis_b = 2; }
|
|
}
|
|
|
|
static float tri_signed_area(const float v1[3], const float v2[3], const float v3[3], const int i, const int j)
|
|
{
|
|
return 0.5f * ((v1[i] - v2[i]) * (v2[j] - v3[j]) + (v1[j] - v2[j]) * (v3[i] - v2[i]));
|
|
}
|
|
|
|
/* return 1 when degenerate */
|
|
static int barycentric_weights(const float v1[3], const float v2[3], const float v3[3], const float co[3], const float n[3], float w[3])
|
|
{
|
|
float wtot;
|
|
int i, j;
|
|
|
|
axis_dominant_v3(&i, &j, n);
|
|
|
|
w[0] = tri_signed_area(v2, v3, co, i, j);
|
|
w[1] = tri_signed_area(v3, v1, co, i, j);
|
|
w[2] = tri_signed_area(v1, v2, co, i, j);
|
|
|
|
wtot = w[0] + w[1] + w[2];
|
|
|
|
if (fabsf(wtot) > FLT_EPSILON) {
|
|
mul_v3_fl(w, 1.0f / wtot);
|
|
return 0;
|
|
}
|
|
else {
|
|
/* zero area triangle */
|
|
copy_v3_fl(w, 1.0f / 3.0f);
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
void interp_weights_face_v3(float w[4], const float v1[3], const float v2[3], const float v3[3], const float v4[3], const float co[3])
|
|
{
|
|
float w2[3];
|
|
|
|
w[0] = w[1] = w[2] = w[3] = 0.0f;
|
|
|
|
/* first check for exact match */
|
|
if (equals_v3v3(co, v1))
|
|
w[0] = 1.0f;
|
|
else if (equals_v3v3(co, v2))
|
|
w[1] = 1.0f;
|
|
else if (equals_v3v3(co, v3))
|
|
w[2] = 1.0f;
|
|
else if (v4 && equals_v3v3(co, v4))
|
|
w[3] = 1.0f;
|
|
else {
|
|
/* otherwise compute barycentric interpolation weights */
|
|
float n1[3], n2[3], n[3];
|
|
int degenerate;
|
|
|
|
sub_v3_v3v3(n1, v1, v3);
|
|
if (v4) {
|
|
sub_v3_v3v3(n2, v2, v4);
|
|
}
|
|
else {
|
|
sub_v3_v3v3(n2, v2, v3);
|
|
}
|
|
cross_v3_v3v3(n, n1, n2);
|
|
|
|
/* OpenGL seems to split this way, so we do too */
|
|
if (v4) {
|
|
degenerate = barycentric_weights(v1, v2, v4, co, n, w);
|
|
SWAP(float, w[2], w[3]);
|
|
|
|
if (degenerate || (w[0] < 0.0f)) {
|
|
/* if w[1] is negative, co is on the other side of the v1-v3 edge,
|
|
* so we interpolate using the other triangle */
|
|
degenerate = barycentric_weights(v2, v3, v4, co, n, w2);
|
|
|
|
if (!degenerate) {
|
|
w[0] = 0.0f;
|
|
w[1] = w2[0];
|
|
w[2] = w2[1];
|
|
w[3] = w2[2];
|
|
}
|
|
}
|
|
}
|
|
else
|
|
barycentric_weights(v1, v2, v3, co, n, w);
|
|
}
|
|
}
|
|
|
|
/* used by projection painting
|
|
* note: using area_tri_signed_v2 means locations outside the triangle are correctly weighted */
|
|
void barycentric_weights_v2(const float v1[2], const float v2[2], const float v3[2], const float co[2], float w[3])
|
|
{
|
|
float wtot;
|
|
|
|
w[0] = area_tri_signed_v2(v2, v3, co);
|
|
w[1] = area_tri_signed_v2(v3, v1, co);
|
|
w[2] = area_tri_signed_v2(v1, v2, co);
|
|
wtot = w[0] + w[1] + w[2];
|
|
|
|
if (wtot != 0.0f) {
|
|
mul_v3_fl(w, 1.0f / wtot);
|
|
}
|
|
else { /* dummy values for zero area face */
|
|
copy_v3_fl(w, 1.0f / 3.0f);
|
|
}
|
|
}
|
|
|
|
/* given 2 triangles in 3D space, and a point in relation to the first triangle.
|
|
* calculate the location of a point in relation to the second triangle.
|
|
* Useful for finding relative positions with geometry */
|
|
void barycentric_transform(float pt_tar[3], float const pt_src[3],
|
|
const float tri_tar_p1[3], const float tri_tar_p2[3], const float tri_tar_p3[3],
|
|
const float tri_src_p1[3], const float tri_src_p2[3], const float tri_src_p3[3])
|
|
{
|
|
/* this works by moving the source triangle so its normal is pointing on the Z
|
|
* axis where its barycentric wights can be calculated in 2D and its Z offset can
|
|
* be re-applied. The weights are applied directly to the targets 3D points and the
|
|
* z-depth is used to scale the targets normal as an offset.
|
|
* This saves transforming the target into its Z-Up orientation and back (which could also work) */
|
|
const float z_up[3] = {0, 0, 1};
|
|
float no_tar[3], no_src[3];
|
|
float quat_src[4];
|
|
float pt_src_xy[3];
|
|
float tri_xy_src[3][3];
|
|
float w_src[3];
|
|
float area_tar, area_src;
|
|
float z_ofs_src;
|
|
|
|
normal_tri_v3(no_tar, tri_tar_p1, tri_tar_p2, tri_tar_p3);
|
|
normal_tri_v3(no_src, tri_src_p1, tri_src_p2, tri_src_p3);
|
|
|
|
rotation_between_vecs_to_quat(quat_src, no_src, z_up);
|
|
normalize_qt(quat_src);
|
|
|
|
copy_v3_v3(pt_src_xy, pt_src);
|
|
copy_v3_v3(tri_xy_src[0], tri_src_p1);
|
|
copy_v3_v3(tri_xy_src[1], tri_src_p2);
|
|
copy_v3_v3(tri_xy_src[2], tri_src_p3);
|
|
|
|
/* make the source tri xy space */
|
|
mul_qt_v3(quat_src, pt_src_xy);
|
|
mul_qt_v3(quat_src, tri_xy_src[0]);
|
|
mul_qt_v3(quat_src, tri_xy_src[1]);
|
|
mul_qt_v3(quat_src, tri_xy_src[2]);
|
|
|
|
barycentric_weights_v2(tri_xy_src[0], tri_xy_src[1], tri_xy_src[2], pt_src_xy, w_src);
|
|
interp_v3_v3v3v3(pt_tar, tri_tar_p1, tri_tar_p2, tri_tar_p3, w_src);
|
|
|
|
area_tar = sqrtf(area_tri_v3(tri_tar_p1, tri_tar_p2, tri_tar_p3));
|
|
area_src = sqrtf(area_tri_v2(tri_xy_src[0], tri_xy_src[1], tri_xy_src[2]));
|
|
|
|
z_ofs_src = pt_src_xy[2] - tri_xy_src[0][2];
|
|
madd_v3_v3v3fl(pt_tar, pt_tar, no_tar, (z_ofs_src / area_src) * area_tar);
|
|
}
|
|
|
|
/* given an array with some invalid values this function interpolates valid values
|
|
* replacing the invalid ones */
|
|
int interp_sparse_array(float *array, int const list_size, const float skipval)
|
|
{
|
|
int found_invalid = 0;
|
|
int found_valid = 0;
|
|
int i;
|
|
|
|
for (i = 0; i < list_size; i++) {
|
|
if (array[i] == skipval)
|
|
found_invalid = 1;
|
|
else
|
|
found_valid = 1;
|
|
}
|
|
|
|
if (found_valid == 0) {
|
|
return -1;
|
|
}
|
|
else if (found_invalid == 0) {
|
|
return 0;
|
|
}
|
|
else {
|
|
/* found invalid depths, interpolate */
|
|
float valid_last = skipval;
|
|
int valid_ofs = 0;
|
|
|
|
float *array_up = MEM_callocN(sizeof(float) * list_size, "interp_sparse_array up");
|
|
float *array_down = MEM_callocN(sizeof(float) * list_size, "interp_sparse_array up");
|
|
|
|
int *ofs_tot_up = MEM_callocN(sizeof(int) * list_size, "interp_sparse_array tup");
|
|
int *ofs_tot_down = MEM_callocN(sizeof(int) * list_size, "interp_sparse_array tdown");
|
|
|
|
for (i = 0; i < list_size; i++) {
|
|
if (array[i] == skipval) {
|
|
array_up[i] = valid_last;
|
|
ofs_tot_up[i] = ++valid_ofs;
|
|
}
|
|
else {
|
|
valid_last = array[i];
|
|
valid_ofs = 0;
|
|
}
|
|
}
|
|
|
|
valid_last = skipval;
|
|
valid_ofs = 0;
|
|
|
|
for (i = list_size - 1; i >= 0; i--) {
|
|
if (array[i] == skipval) {
|
|
array_down[i] = valid_last;
|
|
ofs_tot_down[i] = ++valid_ofs;
|
|
}
|
|
else {
|
|
valid_last = array[i];
|
|
valid_ofs = 0;
|
|
}
|
|
}
|
|
|
|
/* now blend */
|
|
for (i = 0; i < list_size; i++) {
|
|
if (array[i] == skipval) {
|
|
if (array_up[i] != skipval && array_down[i] != skipval) {
|
|
array[i] = ((array_up[i] * ofs_tot_down[i]) + (array_down[i] * ofs_tot_up[i])) / (float)(ofs_tot_down[i] + ofs_tot_up[i]);
|
|
}
|
|
else if (array_up[i] != skipval) {
|
|
array[i] = array_up[i];
|
|
}
|
|
else if (array_down[i] != skipval) {
|
|
array[i] = array_down[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
MEM_freeN(array_up);
|
|
MEM_freeN(array_down);
|
|
|
|
MEM_freeN(ofs_tot_up);
|
|
MEM_freeN(ofs_tot_down);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/* Mean value weights - smooth interpolation weights for polygons with
|
|
* more than 3 vertices */
|
|
static float mean_value_half_tan(const float v1[3], const float v2[3], const float v3[3])
|
|
{
|
|
float d2[3], d3[3], cross[3], area, dot, len;
|
|
|
|
sub_v3_v3v3(d2, v2, v1);
|
|
sub_v3_v3v3(d3, v3, v1);
|
|
cross_v3_v3v3(cross, d2, d3);
|
|
|
|
area = len_v3(cross);
|
|
dot = dot_v3v3(d2, d3);
|
|
len = len_v3(d2) * len_v3(d3);
|
|
|
|
if (area == 0.0f)
|
|
return 0.0f;
|
|
else
|
|
return (len - dot) / area;
|
|
}
|
|
|
|
void interp_weights_poly_v3(float *w, float v[][3], const int n, const float co[3])
|
|
{
|
|
float totweight, t1, t2, len, *vmid, *vprev, *vnext;
|
|
int i;
|
|
|
|
totweight = 0.0f;
|
|
|
|
for (i = 0; i < n; i++) {
|
|
vmid = v[i];
|
|
vprev = (i == 0) ? v[n - 1] : v[i - 1];
|
|
vnext = (i == n - 1) ? v[0] : v[i + 1];
|
|
|
|
t1 = mean_value_half_tan(co, vprev, vmid);
|
|
t2 = mean_value_half_tan(co, vmid, vnext);
|
|
|
|
len = len_v3v3(co, vmid);
|
|
w[i] = (t1 + t2) / len;
|
|
totweight += w[i];
|
|
}
|
|
|
|
if (totweight != 0.0f)
|
|
for (i = 0; i < n; i++)
|
|
w[i] /= totweight;
|
|
}
|
|
|
|
/* (x1,v1)(t1=0)------(x2,v2)(t2=1), 0<t<1 --> (x,v)(t) */
|
|
void interp_cubic_v3(float x[3], float v[3], const float x1[3], const float v1[3], const float x2[3], const float v2[3], const float t)
|
|
{
|
|
float a[3], b[3];
|
|
float t2 = t * t;
|
|
float t3 = t2 * t;
|
|
|
|
/* cubic interpolation */
|
|
a[0] = v1[0] + v2[0] + 2 * (x1[0] - x2[0]);
|
|
a[1] = v1[1] + v2[1] + 2 * (x1[1] - x2[1]);
|
|
a[2] = v1[2] + v2[2] + 2 * (x1[2] - x2[2]);
|
|
|
|
b[0] = -2 * v1[0] - v2[0] - 3 * (x1[0] - x2[0]);
|
|
b[1] = -2 * v1[1] - v2[1] - 3 * (x1[1] - x2[1]);
|
|
b[2] = -2 * v1[2] - v2[2] - 3 * (x1[2] - x2[2]);
|
|
|
|
x[0] = a[0] * t3 + b[0] * t2 + v1[0] * t + x1[0];
|
|
x[1] = a[1] * t3 + b[1] * t2 + v1[1] * t + x1[1];
|
|
x[2] = a[2] * t3 + b[2] * t2 + v1[2] * t + x1[2];
|
|
|
|
v[0] = 3 * a[0] * t2 + 2 * b[0] * t + v1[0];
|
|
v[1] = 3 * a[1] * t2 + 2 * b[1] * t + v1[1];
|
|
v[2] = 3 * a[2] * t2 + 2 * b[2] * t + v1[2];
|
|
}
|
|
|
|
/* unfortunately internal calculations have to be done at double precision to achieve correct/stable results. */
|
|
|
|
#define IS_ZERO(x) ((x > (-DBL_EPSILON) && x < DBL_EPSILON) ? 1 : 0)
|
|
|
|
/* Barycentric reverse */
|
|
void resolve_tri_uv(float r_uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2])
|
|
{
|
|
/* find UV such that
|
|
* t = u * t0 + v * t1 + (1 - u - v) * t2
|
|
* u * (t0 - t2) + v * (t1 - t2) = t - t2 */
|
|
const double a = st0[0] - st2[0], b = st1[0] - st2[0];
|
|
const double c = st0[1] - st2[1], d = st1[1] - st2[1];
|
|
const double det = a * d - c * b;
|
|
|
|
if (IS_ZERO(det) == 0) { /* det should never be zero since the determinant is the signed ST area of the triangle. */
|
|
const double x[] = {st[0] - st2[0], st[1] - st2[1]};
|
|
|
|
r_uv[0] = (float)((d * x[0] - b * x[1]) / det);
|
|
r_uv[1] = (float)(((-c) * x[0] + a * x[1]) / det);
|
|
}
|
|
else zero_v2(r_uv);
|
|
}
|
|
|
|
/* bilinear reverse */
|
|
void resolve_quad_uv(float r_uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2], const float st3[2])
|
|
{
|
|
const double signed_area = (st0[0] * st1[1] - st0[1] * st1[0]) + (st1[0] * st2[1] - st1[1] * st2[0]) +
|
|
(st2[0] * st3[1] - st2[1] * st3[0]) + (st3[0] * st0[1] - st3[1] * st0[0]);
|
|
|
|
/* X is 2D cross product (determinant)
|
|
* A= (p0-p) X (p0-p3)*/
|
|
const double a = (st0[0] - st[0]) * (st0[1] - st3[1]) - (st0[1] - st[1]) * (st0[0] - st3[0]);
|
|
|
|
/* B= ( (p0-p) X (p1-p2) + (p1-p) X (p0-p3) ) / 2 */
|
|
const double b = 0.5 * (((st0[0] - st[0]) * (st1[1] - st2[1]) - (st0[1] - st[1]) * (st1[0] - st2[0])) +
|
|
((st1[0] - st[0]) * (st0[1] - st3[1]) - (st1[1] - st[1]) * (st0[0] - st3[0])));
|
|
|
|
/* C = (p1-p) X (p1-p2) */
|
|
const double fC = (st1[0] - st[0]) * (st1[1] - st2[1]) - (st1[1] - st[1]) * (st1[0] - st2[0]);
|
|
const double denom = a - 2 * b + fC;
|
|
|
|
// clear outputs
|
|
zero_v2(r_uv);
|
|
|
|
if (IS_ZERO(denom) != 0) {
|
|
const double fDen = a - fC;
|
|
if (IS_ZERO(fDen) == 0)
|
|
r_uv[0] = (float)(a / fDen);
|
|
}
|
|
else {
|
|
const double desc_sq = b * b - a * fC;
|
|
const double desc = sqrt(desc_sq < 0.0 ? 0.0 : desc_sq);
|
|
const double s = signed_area > 0 ? (-1.0) : 1.0;
|
|
|
|
r_uv[0] = (float)(((a - b) + s * desc) / denom);
|
|
}
|
|
|
|
/* find UV such that
|
|
* fST = (1-u)(1-v) * ST0 + u * (1-v) * ST1 + u * v * ST2 + (1-u) * v * ST3 */
|
|
{
|
|
const double denom_s = (1 - r_uv[0]) * (st0[0] - st3[0]) + r_uv[0] * (st1[0] - st2[0]);
|
|
const double denom_t = (1 - r_uv[0]) * (st0[1] - st3[1]) + r_uv[0] * (st1[1] - st2[1]);
|
|
int i = 0;
|
|
double denom = denom_s;
|
|
|
|
if (fabs(denom_s) < fabs(denom_t)) {
|
|
i = 1;
|
|
denom = denom_t;
|
|
}
|
|
|
|
if (IS_ZERO(denom) == 0)
|
|
r_uv[1] = (float)(((1.0f - r_uv[0]) * (st0[i] - st[i]) + r_uv[0] * (st1[i] - st[i])) / denom);
|
|
}
|
|
}
|
|
|
|
#undef IS_ZERO
|
|
|
|
/***************************** View & Projection *****************************/
|
|
|
|
void orthographic_m4(float matrix[][4], const float left, const float right, const float bottom, const float top, const float nearClip, const float farClip)
|
|
{
|
|
float Xdelta, Ydelta, Zdelta;
|
|
|
|
Xdelta = right - left;
|
|
Ydelta = top - bottom;
|
|
Zdelta = farClip - nearClip;
|
|
if (Xdelta == 0.0f || Ydelta == 0.0f || Zdelta == 0.0f) {
|
|
return;
|
|
}
|
|
unit_m4(matrix);
|
|
matrix[0][0] = 2.0f / Xdelta;
|
|
matrix[3][0] = -(right + left) / Xdelta;
|
|
matrix[1][1] = 2.0f / Ydelta;
|
|
matrix[3][1] = -(top + bottom) / Ydelta;
|
|
matrix[2][2] = -2.0f / Zdelta; /* note: negate Z */
|
|
matrix[3][2] = -(farClip + nearClip) / Zdelta;
|
|
}
|
|
|
|
void perspective_m4(float mat[4][4], const float left, const float right, const float bottom, const float top, const float nearClip, const float farClip)
|
|
{
|
|
float Xdelta, Ydelta, Zdelta;
|
|
|
|
Xdelta = right - left;
|
|
Ydelta = top - bottom;
|
|
Zdelta = farClip - nearClip;
|
|
|
|
if (Xdelta == 0.0f || Ydelta == 0.0f || Zdelta == 0.0f) {
|
|
return;
|
|
}
|
|
mat[0][0] = nearClip * 2.0f / Xdelta;
|
|
mat[1][1] = nearClip * 2.0f / Ydelta;
|
|
mat[2][0] = (right + left) / Xdelta; /* note: negate Z */
|
|
mat[2][1] = (top + bottom) / Ydelta;
|
|
mat[2][2] = -(farClip + nearClip) / Zdelta;
|
|
mat[2][3] = -1.0f;
|
|
mat[3][2] = (-2.0f * nearClip * farClip) / Zdelta;
|
|
mat[0][1] = mat[0][2] = mat[0][3] =
|
|
mat[1][0] = mat[1][2] = mat[1][3] =
|
|
mat[3][0] = mat[3][1] = mat[3][3] = 0.0;
|
|
|
|
}
|
|
|
|
/* translate a matrix created by orthographic_m4 or perspective_m4 in XY coords (used to jitter the view) */
|
|
void window_translate_m4(float winmat[][4], float perspmat[][4], const float x, const float y)
|
|
{
|
|
if (winmat[2][3] == -1.0f) {
|
|
/* in the case of a win-matrix, this means perspective always */
|
|
float v1[3];
|
|
float v2[3];
|
|
float len1, len2;
|
|
|
|
v1[0] = perspmat[0][0];
|
|
v1[1] = perspmat[1][0];
|
|
v1[2] = perspmat[2][0];
|
|
|
|
v2[0] = perspmat[0][1];
|
|
v2[1] = perspmat[1][1];
|
|
v2[2] = perspmat[2][1];
|
|
|
|
len1 = (1.0f / len_v3(v1));
|
|
len2 = (1.0f / len_v3(v2));
|
|
|
|
winmat[2][0] += len1 * winmat[0][0] * x;
|
|
winmat[2][1] += len2 * winmat[1][1] * y;
|
|
}
|
|
else {
|
|
winmat[3][0] += x;
|
|
winmat[3][1] += y;
|
|
}
|
|
}
|
|
|
|
static void i_multmatrix(float icand[][4], float Vm[][4])
|
|
{
|
|
int row, col;
|
|
float temp[4][4];
|
|
|
|
for (row = 0; row < 4; row++)
|
|
for (col = 0; col < 4; col++)
|
|
temp[row][col] = (icand[row][0] * Vm[0][col] +
|
|
icand[row][1] * Vm[1][col] +
|
|
icand[row][2] * Vm[2][col] +
|
|
icand[row][3] * Vm[3][col]);
|
|
copy_m4_m4(Vm, temp);
|
|
}
|
|
|
|
void polarview_m4(float Vm[][4], float dist, float azimuth, float incidence, float twist)
|
|
{
|
|
|
|
unit_m4(Vm);
|
|
|
|
translate_m4(Vm, 0.0, 0.0, -dist);
|
|
rotate_m4(Vm, 'Z', -twist);
|
|
rotate_m4(Vm, 'X', -incidence);
|
|
rotate_m4(Vm, 'Z', -azimuth);
|
|
}
|
|
|
|
void lookat_m4(float mat[][4], float vx, float vy, float vz, float px, float py, float pz, float twist)
|
|
{
|
|
float sine, cosine, hyp, hyp1, dx, dy, dz;
|
|
float mat1[4][4] = MAT4_UNITY;
|
|
|
|
unit_m4(mat);
|
|
|
|
rotate_m4(mat, 'Z', -twist);
|
|
|
|
dx = px - vx;
|
|
dy = py - vy;
|
|
dz = pz - vz;
|
|
hyp = dx * dx + dz * dz; /* hyp squared */
|
|
hyp1 = (float)sqrt(dy * dy + hyp);
|
|
hyp = (float)sqrt(hyp); /* the real hyp */
|
|
|
|
if (hyp1 != 0.0f) { /* rotate X */
|
|
sine = -dy / hyp1;
|
|
cosine = hyp / hyp1;
|
|
}
|
|
else {
|
|
sine = 0;
|
|
cosine = 1.0f;
|
|
}
|
|
mat1[1][1] = cosine;
|
|
mat1[1][2] = sine;
|
|
mat1[2][1] = -sine;
|
|
mat1[2][2] = cosine;
|
|
|
|
i_multmatrix(mat1, mat);
|
|
|
|
mat1[1][1] = mat1[2][2] = 1.0f; /* be careful here to reinit */
|
|
mat1[1][2] = mat1[2][1] = 0.0; /* those modified by the last */
|
|
|
|
/* paragraph */
|
|
if (hyp != 0.0f) { /* rotate Y */
|
|
sine = dx / hyp;
|
|
cosine = -dz / hyp;
|
|
}
|
|
else {
|
|
sine = 0;
|
|
cosine = 1.0f;
|
|
}
|
|
mat1[0][0] = cosine;
|
|
mat1[0][2] = -sine;
|
|
mat1[2][0] = sine;
|
|
mat1[2][2] = cosine;
|
|
|
|
i_multmatrix(mat1, mat);
|
|
translate_m4(mat, -vx, -vy, -vz); /* translate viewpoint to origin */
|
|
}
|
|
|
|
int box_clip_bounds_m4(float boundbox[2][3], const float bounds[4], float winmat[4][4])
|
|
{
|
|
float mat[4][4], vec[4];
|
|
int a, fl, flag = -1;
|
|
|
|
copy_m4_m4(mat, winmat);
|
|
|
|
for (a = 0; a < 8; a++) {
|
|
vec[0] = (a & 1) ? boundbox[0][0] : boundbox[1][0];
|
|
vec[1] = (a & 2) ? boundbox[0][1] : boundbox[1][1];
|
|
vec[2] = (a & 4) ? boundbox[0][2] : boundbox[1][2];
|
|
vec[3] = 1.0;
|
|
mul_m4_v4(mat, vec);
|
|
|
|
fl = 0;
|
|
if (bounds) {
|
|
if (vec[0] > bounds[1] * vec[3]) fl |= 1;
|
|
if (vec[0] < bounds[0] * vec[3]) fl |= 2;
|
|
if (vec[1] > bounds[3] * vec[3]) fl |= 4;
|
|
if (vec[1] < bounds[2] * vec[3]) fl |= 8;
|
|
}
|
|
else {
|
|
if (vec[0] < -vec[3]) fl |= 1;
|
|
if (vec[0] > vec[3]) fl |= 2;
|
|
if (vec[1] < -vec[3]) fl |= 4;
|
|
if (vec[1] > vec[3]) fl |= 8;
|
|
}
|
|
if (vec[2] < -vec[3]) fl |= 16;
|
|
if (vec[2] > vec[3]) fl |= 32;
|
|
|
|
flag &= fl;
|
|
if (flag == 0) return 0;
|
|
}
|
|
|
|
return flag;
|
|
}
|
|
|
|
void box_minmax_bounds_m4(float min[3], float max[3], float boundbox[2][3], float mat[4][4])
|
|
{
|
|
float mn[3], mx[3], vec[3];
|
|
int a;
|
|
|
|
copy_v3_v3(mn, min);
|
|
copy_v3_v3(mx, max);
|
|
|
|
for (a = 0; a < 8; a++) {
|
|
vec[0] = (a & 1) ? boundbox[0][0] : boundbox[1][0];
|
|
vec[1] = (a & 2) ? boundbox[0][1] : boundbox[1][1];
|
|
vec[2] = (a & 4) ? boundbox[0][2] : boundbox[1][2];
|
|
|
|
mul_m4_v3(mat, vec);
|
|
DO_MINMAX(vec, mn, mx);
|
|
}
|
|
|
|
copy_v3_v3(min, mn);
|
|
copy_v3_v3(max, mx);
|
|
}
|
|
|
|
/********************************** Mapping **********************************/
|
|
|
|
void map_to_tube(float *r_u, float *r_v, const float x, const float y, const float z)
|
|
{
|
|
float len;
|
|
|
|
*r_v = (z + 1.0f) / 2.0f;
|
|
|
|
len = sqrtf(x * x + y * y);
|
|
if (len > 0.0f) {
|
|
*r_u = (float)((1.0 - (atan2(x / len, y / len) / M_PI)) / 2.0);
|
|
}
|
|
else {
|
|
*r_v = *r_u = 0.0f; /* to avoid un-initialized variables */
|
|
}
|
|
}
|
|
|
|
void map_to_sphere(float *r_u, float *r_v, const float x, const float y, const float z)
|
|
{
|
|
float len;
|
|
|
|
len = sqrtf(x * x + y * y + z * z);
|
|
if (len > 0.0f) {
|
|
if (x == 0.0f && y == 0.0f) *r_u = 0.0f; /* othwise domain error */
|
|
else *r_u = (1.0f - atan2f(x, y) / (float)M_PI) / 2.0f;
|
|
|
|
*r_v = 1.0f - (float)saacos(z / len) / (float)M_PI;
|
|
}
|
|
else {
|
|
*r_v = *r_u = 0.0f; /* to avoid un-initialized variables */
|
|
}
|
|
}
|
|
|
|
/********************************* Normals **********************************/
|
|
|
|
void accumulate_vertex_normals(float n1[3], float n2[3], float n3[3],
|
|
float n4[3], const float f_no[3], const float co1[3], const float co2[3],
|
|
const float co3[3], const float co4[3])
|
|
{
|
|
float vdiffs[4][3];
|
|
const int nverts = (n4 != NULL && co4 != NULL) ? 4 : 3;
|
|
|
|
/* compute normalized edge vectors */
|
|
sub_v3_v3v3(vdiffs[0], co2, co1);
|
|
sub_v3_v3v3(vdiffs[1], co3, co2);
|
|
|
|
if (nverts == 3) {
|
|
sub_v3_v3v3(vdiffs[2], co1, co3);
|
|
}
|
|
else {
|
|
sub_v3_v3v3(vdiffs[2], co4, co3);
|
|
sub_v3_v3v3(vdiffs[3], co1, co4);
|
|
normalize_v3(vdiffs[3]);
|
|
}
|
|
|
|
normalize_v3(vdiffs[0]);
|
|
normalize_v3(vdiffs[1]);
|
|
normalize_v3(vdiffs[2]);
|
|
|
|
/* accumulate angle weighted face normal */
|
|
{
|
|
float *vn[] = {n1, n2, n3, n4};
|
|
const float *prev_edge = vdiffs[nverts - 1];
|
|
int i;
|
|
|
|
for (i = 0; i < nverts; i++) {
|
|
const float *cur_edge = vdiffs[i];
|
|
const float fac = saacos(-dot_v3v3(cur_edge, prev_edge));
|
|
|
|
// accumulate
|
|
madd_v3_v3fl(vn[i], f_no, fac);
|
|
prev_edge = cur_edge;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Add weighted face normal component into normals of the face vertices.
|
|
* Caller must pass pre-allocated vdiffs of nverts length. */
|
|
void accumulate_vertex_normals_poly(float **vertnos, float polyno[3],
|
|
float **vertcos, float vdiffs[][3], int nverts)
|
|
{
|
|
int i;
|
|
|
|
/* calculate normalized edge directions for each edge in the poly */
|
|
for (i = 0; i < nverts; i++) {
|
|
sub_v3_v3v3(vdiffs[i], vertcos[(i + 1) % nverts], vertcos[i]);
|
|
normalize_v3(vdiffs[i]);
|
|
}
|
|
|
|
/* accumulate angle weighted face normal */
|
|
{
|
|
const float *prev_edge = vdiffs[nverts - 1];
|
|
int i;
|
|
|
|
for (i = 0; i < nverts; i++) {
|
|
const float *cur_edge = vdiffs[i];
|
|
|
|
/* calculate angle between the two poly edges incident on
|
|
* this vertex */
|
|
const float fac = saacos(-dot_v3v3(cur_edge, prev_edge));
|
|
|
|
/* accumulate */
|
|
madd_v3_v3fl(vertnos[i], polyno, fac);
|
|
prev_edge = cur_edge;
|
|
}
|
|
}
|
|
}
|
|
|
|
/********************************* Tangents **********************************/
|
|
|
|
/* For normal map tangents we need to detect uv boundaries, and only average
|
|
* tangents in case the uvs are connected. Alternative would be to store 1
|
|
* tangent per face rather than 4 per face vertex, but that's not compatible
|
|
* with games */
|
|
|
|
|
|
/* from BKE_mesh.h */
|
|
#define STD_UV_CONNECT_LIMIT 0.0001f
|
|
|
|
void sum_or_add_vertex_tangent(void *arena, VertexTangent **vtang, const float tang[3], const float uv[2])
|
|
{
|
|
VertexTangent *vt;
|
|
|
|
/* find a tangent with connected uvs */
|
|
for (vt = *vtang; vt; vt = vt->next) {
|
|
if (fabsf(uv[0] - vt->uv[0]) < STD_UV_CONNECT_LIMIT && fabsf(uv[1] - vt->uv[1]) < STD_UV_CONNECT_LIMIT) {
|
|
add_v3_v3(vt->tang, tang);
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* if not found, append a new one */
|
|
vt = BLI_memarena_alloc((MemArena *) arena, sizeof(VertexTangent));
|
|
copy_v3_v3(vt->tang, tang);
|
|
vt->uv[0] = uv[0];
|
|
vt->uv[1] = uv[1];
|
|
|
|
if (*vtang)
|
|
vt->next = *vtang;
|
|
*vtang = vt;
|
|
}
|
|
|
|
float *find_vertex_tangent(VertexTangent *vtang, const float uv[2])
|
|
{
|
|
VertexTangent *vt;
|
|
static float nulltang[3] = {0.0f, 0.0f, 0.0f};
|
|
|
|
for (vt = vtang; vt; vt = vt->next)
|
|
if (fabsf(uv[0] - vt->uv[0]) < STD_UV_CONNECT_LIMIT && fabsf(uv[1] - vt->uv[1]) < STD_UV_CONNECT_LIMIT)
|
|
return vt->tang;
|
|
|
|
return nulltang; /* shouldn't happen, except for nan or so */
|
|
}
|
|
|
|
void tangent_from_uv(float uv1[2], float uv2[2], float uv3[3], float co1[3], float co2[3], float co3[3], float n[3], float tang[3])
|
|
{
|
|
float s1 = uv2[0] - uv1[0];
|
|
float s2 = uv3[0] - uv1[0];
|
|
float t1 = uv2[1] - uv1[1];
|
|
float t2 = uv3[1] - uv1[1];
|
|
float det = (s1 * t2 - s2 * t1);
|
|
|
|
if (det != 0.0f) { /* otherwise 'tang' becomes nan */
|
|
float tangv[3], ct[3], e1[3], e2[3];
|
|
|
|
det = 1.0f / det;
|
|
|
|
/* normals in render are inversed... */
|
|
sub_v3_v3v3(e1, co1, co2);
|
|
sub_v3_v3v3(e2, co1, co3);
|
|
tang[0] = (t2 * e1[0] - t1 * e2[0]) * det;
|
|
tang[1] = (t2 * e1[1] - t1 * e2[1]) * det;
|
|
tang[2] = (t2 * e1[2] - t1 * e2[2]) * det;
|
|
tangv[0] = (s1 * e2[0] - s2 * e1[0]) * det;
|
|
tangv[1] = (s1 * e2[1] - s2 * e1[1]) * det;
|
|
tangv[2] = (s1 * e2[2] - s2 * e1[2]) * det;
|
|
cross_v3_v3v3(ct, tang, tangv);
|
|
|
|
/* check flip */
|
|
if (dot_v3v3(ct, n) < 0.0f) {
|
|
negate_v3(tang);
|
|
}
|
|
}
|
|
else {
|
|
tang[0] = tang[1] = tang[2] = 0.0;
|
|
}
|
|
}
|
|
|
|
/****************************** Vector Clouds ********************************/
|
|
|
|
/* vector clouds */
|
|
/* void vcloud_estimate_transform(int list_size, float (*pos)[3], float *weight,float (*rpos)[3], float *rweight,
|
|
* float lloc[3],float rloc[3],float lrot[3][3],float lscale[3][3])
|
|
*
|
|
* input
|
|
* (
|
|
* int list_size
|
|
* 4 lists as pointer to array[list_size]
|
|
* 1. current pos array of 'new' positions
|
|
* 2. current weight array of 'new'weights (may be NULL pointer if you have no weights )
|
|
* 3. reference rpos array of 'old' positions
|
|
* 4. reference rweight array of 'old'weights (may be NULL pointer if you have no weights )
|
|
* )
|
|
* output
|
|
* (
|
|
* float lloc[3] center of mass pos
|
|
* float rloc[3] center of mass rpos
|
|
* float lrot[3][3] rotation matrix
|
|
* float lscale[3][3] scale matrix
|
|
* pointers may be NULL if not needed
|
|
* )
|
|
*/
|
|
|
|
/* can't believe there is none in math utils */
|
|
static float _det_m3(float m2[3][3])
|
|
{
|
|
float det = 0.f;
|
|
if (m2) {
|
|
det = (m2[0][0] * (m2[1][1] * m2[2][2] - m2[1][2] * m2[2][1]) -
|
|
m2[1][0] * (m2[0][1] * m2[2][2] - m2[0][2] * m2[2][1]) +
|
|
m2[2][0] * (m2[0][1] * m2[1][2] - m2[0][2] * m2[1][1]));
|
|
}
|
|
return det;
|
|
}
|
|
|
|
void vcloud_estimate_transform(int list_size, float (*pos)[3], float *weight, float (*rpos)[3], float *rweight,
|
|
float lloc[3], float rloc[3], float lrot[3][3], float lscale[3][3])
|
|
{
|
|
float accu_com[3] = {0.0f, 0.0f, 0.0f}, accu_rcom[3] = {0.0f, 0.0f, 0.0f};
|
|
float accu_weight = 0.0f, accu_rweight = 0.0f, eps = 0.000001f;
|
|
|
|
int a;
|
|
/* first set up a nice default response */
|
|
if (lloc) zero_v3(lloc);
|
|
if (rloc) zero_v3(rloc);
|
|
if (lrot) unit_m3(lrot);
|
|
if (lscale) unit_m3(lscale);
|
|
/* do com for both clouds */
|
|
if (pos && rpos && (list_size > 0)) { /* paranoya check */
|
|
/* do com for both clouds */
|
|
for (a = 0; a < list_size; a++) {
|
|
if (weight) {
|
|
float v[3];
|
|
copy_v3_v3(v, pos[a]);
|
|
mul_v3_fl(v, weight[a]);
|
|
add_v3_v3(accu_com, v);
|
|
accu_weight += weight[a];
|
|
}
|
|
else add_v3_v3(accu_com, pos[a]);
|
|
|
|
if (rweight) {
|
|
float v[3];
|
|
copy_v3_v3(v, rpos[a]);
|
|
mul_v3_fl(v, rweight[a]);
|
|
add_v3_v3(accu_rcom, v);
|
|
accu_rweight += rweight[a];
|
|
}
|
|
else add_v3_v3(accu_rcom, rpos[a]);
|
|
|
|
}
|
|
if (!weight || !rweight) {
|
|
accu_weight = accu_rweight = list_size;
|
|
}
|
|
|
|
mul_v3_fl(accu_com, 1.0f / accu_weight);
|
|
mul_v3_fl(accu_rcom, 1.0f / accu_rweight);
|
|
if (lloc) copy_v3_v3(lloc, accu_com);
|
|
if (rloc) copy_v3_v3(rloc, accu_rcom);
|
|
if (lrot || lscale) { /* caller does not want rot nor scale, strange but legal */
|
|
/*so now do some reverse engeneering and see if we can split rotation from scale ->Polardecompose*/
|
|
/* build 'projection' matrix */
|
|
float m[3][3], mr[3][3], q[3][3], qi[3][3];
|
|
float va[3], vb[3], stunt[3];
|
|
float odet, ndet;
|
|
int i = 0, imax = 15;
|
|
zero_m3(m);
|
|
zero_m3(mr);
|
|
|
|
/* build 'projection' matrix */
|
|
for (a = 0; a < list_size; a++) {
|
|
sub_v3_v3v3(va, rpos[a], accu_rcom);
|
|
/* mul_v3_fl(va,bp->mass); mass needs renormalzation here ?? */
|
|
sub_v3_v3v3(vb, pos[a], accu_com);
|
|
/* mul_v3_fl(va,rp->mass); */
|
|
m[0][0] += va[0] * vb[0];
|
|
m[0][1] += va[0] * vb[1];
|
|
m[0][2] += va[0] * vb[2];
|
|
|
|
m[1][0] += va[1] * vb[0];
|
|
m[1][1] += va[1] * vb[1];
|
|
m[1][2] += va[1] * vb[2];
|
|
|
|
m[2][0] += va[2] * vb[0];
|
|
m[2][1] += va[2] * vb[1];
|
|
m[2][2] += va[2] * vb[2];
|
|
|
|
/* building the reference matrix on the fly
|
|
* needed to scale properly later */
|
|
|
|
mr[0][0] += va[0] * va[0];
|
|
mr[0][1] += va[0] * va[1];
|
|
mr[0][2] += va[0] * va[2];
|
|
|
|
mr[1][0] += va[1] * va[0];
|
|
mr[1][1] += va[1] * va[1];
|
|
mr[1][2] += va[1] * va[2];
|
|
|
|
mr[2][0] += va[2] * va[0];
|
|
mr[2][1] += va[2] * va[1];
|
|
mr[2][2] += va[2] * va[2];
|
|
}
|
|
copy_m3_m3(q, m);
|
|
stunt[0] = q[0][0];
|
|
stunt[1] = q[1][1];
|
|
stunt[2] = q[2][2];
|
|
/* renormalizing for numeric stability */
|
|
mul_m3_fl(q, 1.f / len_v3(stunt));
|
|
|
|
/* this is pretty much Polardecompose 'inline' the algo based on Higham's thesis */
|
|
/* without the far case ... but seems to work here pretty neat */
|
|
odet = 0.f;
|
|
ndet = _det_m3(q);
|
|
while ((odet - ndet) * (odet - ndet) > eps && i < imax) {
|
|
invert_m3_m3(qi, q);
|
|
transpose_m3(qi);
|
|
add_m3_m3m3(q, q, qi);
|
|
mul_m3_fl(q, 0.5f);
|
|
odet = ndet;
|
|
ndet = _det_m3(q);
|
|
i++;
|
|
}
|
|
|
|
if (i) {
|
|
float scale[3][3];
|
|
float irot[3][3];
|
|
if (lrot) copy_m3_m3(lrot, q);
|
|
invert_m3_m3(irot, q);
|
|
invert_m3_m3(qi, mr);
|
|
mul_m3_m3m3(q, m, qi);
|
|
mul_m3_m3m3(scale, irot, q);
|
|
if (lscale) copy_m3_m3(lscale, scale);
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/******************************* Form Factor *********************************/
|
|
|
|
static void vec_add_dir(float r[3], const float v1[3], const float v2[3], const float fac)
|
|
{
|
|
r[0] = v1[0] + fac * (v2[0] - v1[0]);
|
|
r[1] = v1[1] + fac * (v2[1] - v1[1]);
|
|
r[2] = v1[2] + fac * (v2[2] - v1[2]);
|
|
}
|
|
|
|
static int ff_visible_quad(const float p[3], const float n[3],
|
|
const float v0[3], const float v1[3], const float v2[3],
|
|
float q0[3], float q1[3], float q2[3], float q3[3])
|
|
{
|
|
static const float epsilon = 1e-6f;
|
|
float c, sd[3];
|
|
|
|
c = dot_v3v3(n, p);
|
|
|
|
/* signed distances from the vertices to the plane. */
|
|
sd[0] = dot_v3v3(n, v0) - c;
|
|
sd[1] = dot_v3v3(n, v1) - c;
|
|
sd[2] = dot_v3v3(n, v2) - c;
|
|
|
|
if (fabsf(sd[0]) < epsilon) sd[0] = 0.0f;
|
|
if (fabsf(sd[1]) < epsilon) sd[1] = 0.0f;
|
|
if (fabsf(sd[2]) < epsilon) sd[2] = 0.0f;
|
|
|
|
if (sd[0] > 0) {
|
|
if (sd[1] > 0) {
|
|
if (sd[2] > 0) {
|
|
// +++
|
|
copy_v3_v3(q0, v0);
|
|
copy_v3_v3(q1, v1);
|
|
copy_v3_v3(q2, v2);
|
|
copy_v3_v3(q3, q2);
|
|
}
|
|
else if (sd[2] < 0) {
|
|
// ++-
|
|
copy_v3_v3(q0, v0);
|
|
copy_v3_v3(q1, v1);
|
|
vec_add_dir(q2, v1, v2, (sd[1] / (sd[1] - sd[2])));
|
|
vec_add_dir(q3, v0, v2, (sd[0] / (sd[0] - sd[2])));
|
|
}
|
|
else {
|
|
// ++0
|
|
copy_v3_v3(q0, v0);
|
|
copy_v3_v3(q1, v1);
|
|
copy_v3_v3(q2, v2);
|
|
copy_v3_v3(q3, q2);
|
|
}
|
|
}
|
|
else if (sd[1] < 0) {
|
|
if (sd[2] > 0) {
|
|
// +-+
|
|
copy_v3_v3(q0, v0);
|
|
vec_add_dir(q1, v0, v1, (sd[0] / (sd[0] - sd[1])));
|
|
vec_add_dir(q2, v1, v2, (sd[1] / (sd[1] - sd[2])));
|
|
copy_v3_v3(q3, v2);
|
|
}
|
|
else if (sd[2] < 0) {
|
|
// +--
|
|
copy_v3_v3(q0, v0);
|
|
vec_add_dir(q1, v0, v1, (sd[0] / (sd[0] - sd[1])));
|
|
vec_add_dir(q2, v0, v2, (sd[0] / (sd[0] - sd[2])));
|
|
copy_v3_v3(q3, q2);
|
|
}
|
|
else {
|
|
// +-0
|
|
copy_v3_v3(q0, v0);
|
|
vec_add_dir(q1, v0, v1, (sd[0] / (sd[0] - sd[1])));
|
|
copy_v3_v3(q2, v2);
|
|
copy_v3_v3(q3, q2);
|
|
}
|
|
}
|
|
else {
|
|
if (sd[2] > 0) {
|
|
// +0+
|
|
copy_v3_v3(q0, v0);
|
|
copy_v3_v3(q1, v1);
|
|
copy_v3_v3(q2, v2);
|
|
copy_v3_v3(q3, q2);
|
|
}
|
|
else if (sd[2] < 0) {
|
|
// +0-
|
|
copy_v3_v3(q0, v0);
|
|
copy_v3_v3(q1, v1);
|
|
vec_add_dir(q2, v0, v2, (sd[0] / (sd[0] - sd[2])));
|
|
copy_v3_v3(q3, q2);
|
|
}
|
|
else {
|
|
// +00
|
|
copy_v3_v3(q0, v0);
|
|
copy_v3_v3(q1, v1);
|
|
copy_v3_v3(q2, v2);
|
|
copy_v3_v3(q3, q2);
|
|
}
|
|
}
|
|
}
|
|
else if (sd[0] < 0) {
|
|
if (sd[1] > 0) {
|
|
if (sd[2] > 0) {
|
|
// -++
|
|
vec_add_dir(q0, v0, v1, (sd[0] / (sd[0] - sd[1])));
|
|
copy_v3_v3(q1, v1);
|
|
copy_v3_v3(q2, v2);
|
|
vec_add_dir(q3, v0, v2, (sd[0] / (sd[0] - sd[2])));
|
|
}
|
|
else if (sd[2] < 0) {
|
|
// -+-
|
|
vec_add_dir(q0, v0, v1, (sd[0] / (sd[0] - sd[1])));
|
|
copy_v3_v3(q1, v1);
|
|
vec_add_dir(q2, v1, v2, (sd[1] / (sd[1] - sd[2])));
|
|
copy_v3_v3(q3, q2);
|
|
}
|
|
else {
|
|
// -+0
|
|
vec_add_dir(q0, v0, v1, (sd[0] / (sd[0] - sd[1])));
|
|
copy_v3_v3(q1, v1);
|
|
copy_v3_v3(q2, v2);
|
|
copy_v3_v3(q3, q2);
|
|
}
|
|
}
|
|
else if (sd[1] < 0) {
|
|
if (sd[2] > 0) {
|
|
// --+
|
|
vec_add_dir(q0, v0, v2, (sd[0] / (sd[0] - sd[2])));
|
|
vec_add_dir(q1, v1, v2, (sd[1] / (sd[1] - sd[2])));
|
|
copy_v3_v3(q2, v2);
|
|
copy_v3_v3(q3, q2);
|
|
}
|
|
else if (sd[2] < 0) {
|
|
// ---
|
|
return 0;
|
|
}
|
|
else {
|
|
// --0
|
|
return 0;
|
|
}
|
|
}
|
|
else {
|
|
if (sd[2] > 0) {
|
|
// -0+
|
|
vec_add_dir(q0, v0, v2, (sd[0] / (sd[0] - sd[2])));
|
|
copy_v3_v3(q1, v1);
|
|
copy_v3_v3(q2, v2);
|
|
copy_v3_v3(q3, q2);
|
|
}
|
|
else if (sd[2] < 0) {
|
|
// -0-
|
|
return 0;
|
|
}
|
|
else {
|
|
// -00
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
if (sd[1] > 0) {
|
|
if (sd[2] > 0) {
|
|
// 0++
|
|
copy_v3_v3(q0, v0);
|
|
copy_v3_v3(q1, v1);
|
|
copy_v3_v3(q2, v2);
|
|
copy_v3_v3(q3, q2);
|
|
}
|
|
else if (sd[2] < 0) {
|
|
// 0+-
|
|
copy_v3_v3(q0, v0);
|
|
copy_v3_v3(q1, v1);
|
|
vec_add_dir(q2, v1, v2, (sd[1] / (sd[1] - sd[2])));
|
|
copy_v3_v3(q3, q2);
|
|
}
|
|
else {
|
|
// 0+0
|
|
copy_v3_v3(q0, v0);
|
|
copy_v3_v3(q1, v1);
|
|
copy_v3_v3(q2, v2);
|
|
copy_v3_v3(q3, q2);
|
|
}
|
|
}
|
|
else if (sd[1] < 0) {
|
|
if (sd[2] > 0) {
|
|
// 0-+
|
|
copy_v3_v3(q0, v0);
|
|
vec_add_dir(q1, v1, v2, (sd[1] / (sd[1] - sd[2])));
|
|
copy_v3_v3(q2, v2);
|
|
copy_v3_v3(q3, q2);
|
|
}
|
|
else if (sd[2] < 0) {
|
|
// 0--
|
|
return 0;
|
|
}
|
|
else {
|
|
// 0-0
|
|
return 0;
|
|
}
|
|
}
|
|
else {
|
|
if (sd[2] > 0) {
|
|
// 00+
|
|
copy_v3_v3(q0, v0);
|
|
copy_v3_v3(q1, v1);
|
|
copy_v3_v3(q2, v2);
|
|
copy_v3_v3(q3, q2);
|
|
}
|
|
else if (sd[2] < 0) {
|
|
// 00-
|
|
return 0;
|
|
}
|
|
else {
|
|
// 000
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/* altivec optimization, this works, but is unused */
|
|
|
|
#if 0
|
|
#include <Accelerate/Accelerate.h>
|
|
|
|
typedef union {
|
|
vFloat v;
|
|
float f[4];
|
|
} vFloatResult;
|
|
|
|
static vFloat vec_splat_float(float val)
|
|
{
|
|
return (vFloat) {val, val, val, val};
|
|
}
|
|
|
|
static float ff_quad_form_factor(float *p, float *n, float *q0, float *q1, float *q2, float *q3)
|
|
{
|
|
vFloat vcos, rlen, vrx, vry, vrz, vsrx, vsry, vsrz, gx, gy, gz, vangle;
|
|
vUInt8 rotate = (vUInt8) {4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 0, 1, 2, 3};
|
|
vFloatResult vresult;
|
|
float result;
|
|
|
|
/* compute r* */
|
|
vrx = (vFloat) {q0[0], q1[0], q2[0], q3[0]} -vec_splat_float(p[0]);
|
|
vry = (vFloat) {q0[1], q1[1], q2[1], q3[1]} -vec_splat_float(p[1]);
|
|
vrz = (vFloat) {q0[2], q1[2], q2[2], q3[2]} -vec_splat_float(p[2]);
|
|
|
|
/* normalize r* */
|
|
rlen = vec_rsqrte(vrx * vrx + vry * vry + vrz * vrz + vec_splat_float(1e-16f));
|
|
vrx = vrx * rlen;
|
|
vry = vry * rlen;
|
|
vrz = vrz * rlen;
|
|
|
|
/* rotate r* for cross and dot */
|
|
vsrx = vec_perm(vrx, vrx, rotate);
|
|
vsry = vec_perm(vry, vry, rotate);
|
|
vsrz = vec_perm(vrz, vrz, rotate);
|
|
|
|
/* cross product */
|
|
gx = vsry * vrz - vsrz * vry;
|
|
gy = vsrz * vrx - vsrx * vrz;
|
|
gz = vsrx * vry - vsry * vrx;
|
|
|
|
/* normalize */
|
|
rlen = vec_rsqrte(gx * gx + gy * gy + gz * gz + vec_splat_float(1e-16f));
|
|
gx = gx * rlen;
|
|
gy = gy * rlen;
|
|
gz = gz * rlen;
|
|
|
|
/* angle */
|
|
vcos = vrx * vsrx + vry * vsry + vrz * vsrz;
|
|
vcos = vec_max(vec_min(vcos, vec_splat_float(1.0f)), vec_splat_float(-1.0f));
|
|
vangle = vacosf(vcos);
|
|
|
|
/* dot */
|
|
vresult.v = (vec_splat_float(n[0]) * gx +
|
|
vec_splat_float(n[1]) * gy +
|
|
vec_splat_float(n[2]) * gz) * vangle;
|
|
|
|
result = (vresult.f[0] + vresult.f[1] + vresult.f[2] + vresult.f[3]) * (0.5f / (float)M_PI);
|
|
result = MAX2(result, 0.0f);
|
|
|
|
return result;
|
|
}
|
|
|
|
#endif
|
|
|
|
/* SSE optimization, acos code doesn't work */
|
|
|
|
#if 0
|
|
|
|
#include <xmmintrin.h>
|
|
|
|
static __m128 sse_approx_acos(__m128 x)
|
|
{
|
|
/* needs a better approximation than taylor expansion of acos, since that
|
|
* gives big erros for near 1.0 values, sqrt(2 * x) * acos(1 - x) should work
|
|
* better, see http://www.tom.womack.net/projects/sse-fast-arctrig.html */
|
|
|
|
return _mm_set_ps1(1.0f);
|
|
}
|
|
|
|
static float ff_quad_form_factor(float *p, float *n, float *q0, float *q1, float *q2, float *q3)
|
|
{
|
|
float r0[3], r1[3], r2[3], r3[3], g0[3], g1[3], g2[3], g3[3];
|
|
float a1, a2, a3, a4, dot1, dot2, dot3, dot4, result;
|
|
float fresult[4] __attribute__((aligned(16)));
|
|
__m128 qx, qy, qz, rx, ry, rz, rlen, srx, sry, srz, gx, gy, gz, glen, rcos, angle, aresult;
|
|
|
|
/* compute r */
|
|
qx = _mm_set_ps(q3[0], q2[0], q1[0], q0[0]);
|
|
qy = _mm_set_ps(q3[1], q2[1], q1[1], q0[1]);
|
|
qz = _mm_set_ps(q3[2], q2[2], q1[2], q0[2]);
|
|
|
|
rx = qx - _mm_set_ps1(p[0]);
|
|
ry = qy - _mm_set_ps1(p[1]);
|
|
rz = qz - _mm_set_ps1(p[2]);
|
|
|
|
/* normalize r */
|
|
rlen = _mm_rsqrt_ps(rx * rx + ry * ry + rz * rz + _mm_set_ps1(1e-16f));
|
|
rx = rx * rlen;
|
|
ry = ry * rlen;
|
|
rz = rz * rlen;
|
|
|
|
/* cross product */
|
|
srx = _mm_shuffle_ps(rx, rx, _MM_SHUFFLE(0, 3, 2, 1));
|
|
sry = _mm_shuffle_ps(ry, ry, _MM_SHUFFLE(0, 3, 2, 1));
|
|
srz = _mm_shuffle_ps(rz, rz, _MM_SHUFFLE(0, 3, 2, 1));
|
|
|
|
gx = sry * rz - srz * ry;
|
|
gy = srz * rx - srx * rz;
|
|
gz = srx * ry - sry * rx;
|
|
|
|
/* normalize g */
|
|
glen = _mm_rsqrt_ps(gx * gx + gy * gy + gz * gz + _mm_set_ps1(1e-16f));
|
|
gx = gx * glen;
|
|
gy = gy * glen;
|
|
gz = gz * glen;
|
|
|
|
/* compute angle */
|
|
rcos = rx * srx + ry * sry + rz * srz;
|
|
rcos = _mm_max_ps(_mm_min_ps(rcos, _mm_set_ps1(1.0f)), _mm_set_ps1(-1.0f));
|
|
|
|
angle = sse_approx_cos(rcos);
|
|
aresult = (_mm_set_ps1(n[0]) * gx + _mm_set_ps1(n[1]) * gy + _mm_set_ps1(n[2]) * gz) * angle;
|
|
|
|
/* sum together */
|
|
result = (fresult[0] + fresult[1] + fresult[2] + fresult[3]) * (0.5f / (float)M_PI);
|
|
result = MAX2(result, 0.0f);
|
|
|
|
return result;
|
|
}
|
|
|
|
#endif
|
|
|
|
static void ff_normalize(float n[3])
|
|
{
|
|
float d;
|
|
|
|
d = dot_v3v3(n, n);
|
|
|
|
if (d > 1.0e-35F) {
|
|
d = 1.0f / sqrtf(d);
|
|
|
|
n[0] *= d;
|
|
n[1] *= d;
|
|
n[2] *= d;
|
|
}
|
|
}
|
|
|
|
static float ff_quad_form_factor(const float p[3], const float n[3],
|
|
const float q0[3], const float q1[3], const float q2[3], const float q3[3])
|
|
{
|
|
float r0[3], r1[3], r2[3], r3[3], g0[3], g1[3], g2[3], g3[3];
|
|
float a1, a2, a3, a4, dot1, dot2, dot3, dot4, result;
|
|
|
|
sub_v3_v3v3(r0, q0, p);
|
|
sub_v3_v3v3(r1, q1, p);
|
|
sub_v3_v3v3(r2, q2, p);
|
|
sub_v3_v3v3(r3, q3, p);
|
|
|
|
ff_normalize(r0);
|
|
ff_normalize(r1);
|
|
ff_normalize(r2);
|
|
ff_normalize(r3);
|
|
|
|
cross_v3_v3v3(g0, r1, r0);
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ff_normalize(g0);
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cross_v3_v3v3(g1, r2, r1);
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ff_normalize(g1);
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cross_v3_v3v3(g2, r3, r2);
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ff_normalize(g2);
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cross_v3_v3v3(g3, r0, r3);
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ff_normalize(g3);
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|
|
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a1 = saacosf(dot_v3v3(r0, r1));
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a2 = saacosf(dot_v3v3(r1, r2));
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|
a3 = saacosf(dot_v3v3(r2, r3));
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a4 = saacosf(dot_v3v3(r3, r0));
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|
|
|
dot1 = dot_v3v3(n, g0);
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dot2 = dot_v3v3(n, g1);
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|
dot3 = dot_v3v3(n, g2);
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|
dot4 = dot_v3v3(n, g3);
|
|
|
|
result = (a1 * dot1 + a2 * dot2 + a3 * dot3 + a4 * dot4) * 0.5f / (float)M_PI;
|
|
result = MAX2(result, 0.0f);
|
|
|
|
return result;
|
|
}
|
|
|
|
float form_factor_hemi_poly(float p[3], float n[3], float v1[3], float v2[3], float v3[3], float v4[3])
|
|
{
|
|
/* computes how much hemisphere defined by point and normal is
|
|
* covered by a quad or triangle, cosine weighted */
|
|
float q0[3], q1[3], q2[3], q3[3], contrib = 0.0f;
|
|
|
|
if (ff_visible_quad(p, n, v1, v2, v3, q0, q1, q2, q3))
|
|
contrib += ff_quad_form_factor(p, n, q0, q1, q2, q3);
|
|
|
|
if (v4 && ff_visible_quad(p, n, v1, v3, v4, q0, q1, q2, q3))
|
|
contrib += ff_quad_form_factor(p, n, q0, q1, q2, q3);
|
|
|
|
return contrib;
|
|
}
|
|
|
|
/* evaluate if entire quad is a proper convex quad */
|
|
int is_quad_convex_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3])
|
|
{
|
|
float nor[3], nor1[3], nor2[3], vec[4][2];
|
|
int axis_a, axis_b;
|
|
|
|
/* define projection, do both trias apart, quad is undefined! */
|
|
|
|
normal_tri_v3(nor1, v1, v2, v3);
|
|
normal_tri_v3(nor2, v1, v3, v4);
|
|
|
|
/* when the face is folded over as 2 tris we probably don't want to create
|
|
* a quad from it, but go ahead with the intersection test since this
|
|
* isn't a function for degenerate faces */
|
|
if (UNLIKELY(dot_v3v3(nor1, nor2) < 0.0f)) {
|
|
/* flip so adding normals in the opposite direction
|
|
* doesnt give a zero length vector */
|
|
negate_v3(nor2);
|
|
}
|
|
|
|
add_v3_v3v3(nor, nor1, nor2);
|
|
|
|
axis_dominant_v3(&axis_a, &axis_b, nor);
|
|
|
|
vec[0][0] = v1[axis_a];
|
|
vec[0][1] = v1[axis_b];
|
|
vec[1][0] = v2[axis_a];
|
|
vec[1][1] = v2[axis_b];
|
|
|
|
vec[2][0] = v3[axis_a];
|
|
vec[2][1] = v3[axis_b];
|
|
vec[3][0] = v4[axis_a];
|
|
vec[3][1] = v4[axis_b];
|
|
|
|
/* linetests, the 2 diagonals have to instersect to be convex */
|
|
return (isect_line_line_v2(vec[0], vec[2], vec[1], vec[3]) > 0) ? TRUE : FALSE;
|
|
}
|