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blender-archive/source/blender/blenlib/intern/math_vec.cc

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/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bli
*/
#include "BLI_hash.hh"
#include "BLI_math_vec_mpq_types.hh"
#include "BLI_math_vector.hh"
#include "BLI_span.hh"
#include "BLI_utildefines.h"
namespace blender::math {
template<>
isect_result<float2> isect_seg_seg(const float2 &v1,
const float2 &v2,
const float2 &v3,
const float2 &v4)
{
isect_result<float2> ans;
float div = (v2[0] - v1[0]) * (v4[1] - v3[1]) - (v2[1] - v1[1]) * (v4[0] - v3[0]);
if (div == 0.0f) {
ans.lambda = 0.0f;
ans.kind = isect_result<float2>::LINE_LINE_COLINEAR;
}
else {
ans.lambda = ((v1[1] - v3[1]) * (v4[0] - v3[0]) - (v1[0] - v3[0]) * (v4[1] - v3[1])) / div;
float mu = ((v1[1] - v3[1]) * (v2[0] - v1[0]) - (v1[0] - v3[0]) * (v2[1] - v1[1])) / div;
if (ans.lambda >= 0.0f && ans.lambda <= 1.0f && mu >= 0.0f && mu <= 1.0f) {
if (ans.lambda == 0.0f || ans.lambda == 1.0f || mu == 0.0f || mu == 1.0f) {
ans.kind = isect_result<float2>::LINE_LINE_EXACT;
}
else {
ans.kind = isect_result<float2>::LINE_LINE_CROSS;
}
}
else {
ans.kind = isect_result<float2>::LINE_LINE_NONE;
}
}
return ans;
}
template<>
isect_result<double2> isect_seg_seg(const double2 &v1,
const double2 &v2,
const double2 &v3,
const double2 &v4)
{
isect_result<double2> ans;
double div = (v2[0] - v1[0]) * (v4[1] - v3[1]) - (v2[1] - v1[1]) * (v4[0] - v3[0]);
if (div == 0.0) {
ans.lambda = 0.0;
ans.kind = isect_result<double2>::LINE_LINE_COLINEAR;
}
else {
ans.lambda = ((v1[1] - v3[1]) * (v4[0] - v3[0]) - (v1[0] - v3[0]) * (v4[1] - v3[1])) / div;
double mu = ((v1[1] - v3[1]) * (v2[0] - v1[0]) - (v1[0] - v3[0]) * (v2[1] - v1[1])) / div;
if (ans.lambda >= 0.0 && ans.lambda <= 1.0 && mu >= 0.0 && mu <= 1.0) {
if (ans.lambda == 0.0 || ans.lambda == 1.0 || mu == 0.0 || mu == 1.0) {
ans.kind = isect_result<double2>::LINE_LINE_EXACT;
}
else {
ans.kind = isect_result<double2>::LINE_LINE_CROSS;
}
}
else {
ans.kind = isect_result<double2>::LINE_LINE_NONE;
}
}
return ans;
}
#ifdef WITH_GMP
template<>
isect_result<mpq2> isect_seg_seg(const mpq2 &v1, const mpq2 &v2, const mpq2 &v3, const mpq2 &v4)
{
isect_result<mpq2> ans;
mpq_class div = (v2[0] - v1[0]) * (v4[1] - v3[1]) - (v2[1] - v1[1]) * (v4[0] - v3[0]);
if (div == 0.0) {
ans.lambda = 0.0;
ans.kind = isect_result<mpq2>::LINE_LINE_COLINEAR;
}
else {
ans.lambda = ((v1[1] - v3[1]) * (v4[0] - v3[0]) - (v1[0] - v3[0]) * (v4[1] - v3[1])) / div;
/* Avoid dividing mu by div: it is expensive in multi-precision. */
mpq_class mudiv = ((v1[1] - v3[1]) * (v2[0] - v1[0]) - (v1[0] - v3[0]) * (v2[1] - v1[1]));
if (ans.lambda >= 0 && ans.lambda <= 1 &&
((div > 0 && mudiv >= 0 && mudiv <= div) || (div < 0 && mudiv <= 0 && mudiv >= div))) {
if (ans.lambda == 0 || ans.lambda == 1 || mudiv == 0 || mudiv == div) {
ans.kind = isect_result<mpq2>::LINE_LINE_EXACT;
}
else {
ans.kind = isect_result<mpq2>::LINE_LINE_CROSS;
}
}
else {
ans.kind = isect_result<mpq2>::LINE_LINE_NONE;
}
}
return ans;
}
#endif
#ifdef WITH_GMP
uint64_t hash_mpq_class(const mpq_class &value)
{
/* TODO: better/faster implementation of this. */
return get_default_hash(float(value.get_d()));
}
#endif
} // namespace blender::math