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authorCampbell Barton <ideasman42@gmail.com>2015-03-02 15:49:52 +0300
committerCampbell Barton <ideasman42@gmail.com>2015-03-02 16:20:53 +0300
commite38dc33f80b0dc7dac0cf21ac95f454a99a70d05 (patch)
tree381df533eea44b23c67c6df5c0f1cc3e454d71e9
parentcea3892813e996352f0b550e7bd9647264be5331 (diff)
Fix dist_signed_squared_to_corner_v3v3v3 with concave corners
-rw-r--r--source/blender/blenlib/BLI_math_geom.h2
-rw-r--r--source/blender/blenlib/intern/math_geom.c30
2 files changed, 23 insertions, 9 deletions
diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h
index f9cce27b1cb..9023cdd17bf 100644
--- a/source/blender/blenlib/BLI_math_geom.h
+++ b/source/blender/blenlib/BLI_math_geom.h
@@ -107,7 +107,7 @@ float dist_to_line_v3(const float p[3], const float l1[3], const float l
float dist_signed_squared_to_corner_v3v3v3(
const float p[3],
const float v1[3], const float v2[3], const float v3[3],
- const float axis_fallback[3]);
+ const float axis_ref[3]);
float closest_to_line_v3(float r[3], const float p[3], const float l1[3], const float l2[3]);
float closest_to_line_v2(float r[2], const float p[2], const float l1[2], const float l2[2]);
void closest_to_line_segment_v3(float r_close[3], const float p[3], const float l1[3], const float l2[3]);
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index 92fa52afb80..eee78297106 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -481,7 +481,7 @@ float dist_to_line_v3(const float v1[3], const float l1[3], const float l2[3])
* Check if \a p is inside the 2x planes defined by ``(v1, v2, v3)``
* where the 3x points define 2x planes.
*
- * \param axis_fallback used when v1,v2,v3 form a line.
+ * \param axis_ref used when v1,v2,v3 form a line and to check if the corner is concave/convex.
*
* \note the distance from \a v1 & \a v3 to \a v2 doesnt matter
* (it just defines the planes).
@@ -503,23 +503,30 @@ float dist_to_line_v3(const float v1[3], const float l1[3], const float l2[3])
float dist_signed_squared_to_corner_v3v3v3(
const float p[3],
const float v1[3], const float v2[3], const float v3[3],
- const float axis_fallback[3])
+ const float axis_ref[3])
{
float dir_a[3], dir_b[3];
float plane_a[4], plane_b[4];
+ float dist_a, dist_b;
float axis[3];
+ bool flip = false;
sub_v3_v3v3(dir_a, v1, v2);
sub_v3_v3v3(dir_b, v3, v2);
cross_v3_v3v3(axis, dir_a, dir_b);
- if ((len_squared_v3(axis) < FLT_EPSILON) && axis_fallback) {
- copy_v3_v3(axis, axis_fallback);
+ if ((len_squared_v3(axis) < FLT_EPSILON)) {
+ copy_v3_v3(axis, axis_ref);
+ }
+ else if (dot_v3v3(axis, axis_ref) < 0.0f) {
+ /* concave */
+ flip = true;
+ negate_v3(axis);
}
- cross_v3_v3v3(plane_a, axis, dir_a);
- cross_v3_v3v3(plane_b, dir_b, axis);
+ cross_v3_v3v3(plane_a, dir_a, axis);
+ cross_v3_v3v3(plane_b, axis, dir_b);
#if 0
plane_from_point_normal_v3(plane_a, center, l1);
@@ -530,8 +537,15 @@ float dist_signed_squared_to_corner_v3v3v3(
plane_b[3] = -dot_v3v3(plane_b, v2);
#endif
- return min_ff(dist_signed_squared_to_plane_v3(p, plane_a),
- dist_signed_squared_to_plane_v3(p, plane_b));
+ dist_a = dist_signed_squared_to_plane_v3(p, plane_a);
+ dist_b = dist_signed_squared_to_plane_v3(p, plane_b);
+
+ if (flip) {
+ return min_ff(dist_a, dist_b);
+ }
+ else {
+ return max_ff(dist_a, dist_b);
+ }
}
/* Adapted from "Real-Time Collision Detection" by Christer Ericson,