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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2007-11-27 01:09:57 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2007-11-27 01:09:57 +0300
commit7da56f4a9ba0bdd0cdcd40b8ca6e69d776d26abe (patch)
tree663c13aae5606937571ac1e7a4c77ca2866e75dd /source/blender/blenlib/BLI_arithb.h
parent121dab1bcd9467bd8e11d0a82e83a1621758fd8e (diff)
parent770291b9ea1ec03d98b6bae4fd2a2d3f0091be41 (diff)
Particles
========= Merge of the famous particle patch by Janne Karhu, a full rewrite of the Blender particle system. This includes: - Emitter, Hair and Reactor particle types. - Newtonian, Keyed and Boids physics. - Various particle visualisation and rendering types. - Vertex group and texture control for various properties. - Interpolated child particles from parents. - Hair editing with combing, growing, cutting, .. . - Explode modifier. - Harmonic, Magnetic fields, and multiple falloff types. .. and lots of other things, some more info is here: http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc The new particle system cannot be backwards compatible. Old particle systems are being converted to the new system, but will require tweaking to get them looking the same as before. Point Cache =========== The new system to replace manual baking, based on automatic caching on disk. This is currently used by softbodies and the particle system. See the Cache API section on: http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint Documentation ============= These new features still need good docs for the release logs, help for this is appreciated.
Diffstat (limited to 'source/blender/blenlib/BLI_arithb.h')
-rw-r--r--source/blender/blenlib/BLI_arithb.h14
1 files changed, 13 insertions, 1 deletions
diff --git a/source/blender/blenlib/BLI_arithb.h b/source/blender/blenlib/BLI_arithb.h
index 32308f89a15..11a1fd277da 100644
--- a/source/blender/blenlib/BLI_arithb.h
+++ b/source/blender/blenlib/BLI_arithb.h
@@ -248,6 +248,7 @@ void VecMidf(float *v, float *v1, float *v2);
void VecOrthoBasisf(float *v, float *v1, float *v2);
float Vec2Lenf(float *v1, float *v2);
+float Vec2Length(float *v);
void Vec2Mulf(float *v1, float f);
void Vec2Addf(float *v, float *v1, float *v2);
void Vec2Subf(float *v, float *v1, float *v2);
@@ -281,6 +282,11 @@ float AreaPoly3Dfl(int nr, float *verts, float *normal);
extern short IsectLL2Df(float *v1, float *v2, float *v3, float *v4);
extern short IsectLL2Ds(short *v1, short *v2, short *v3, short *v4);
+/*point in tri, 0 no intersection, 1 intersect */
+int IsectPT2Df(float pt[2], float v1[2], float v2[2], float v3[2]);
+/* point in quad, 0 no intersection, 1 intersect */
+int IsectPQ2Df(float pt[2], float v1[2], float v2[2], float v3[2], float v4[2]);
+
/* interpolation weights of point in a triangle or quad, v4 may be NULL */
void InterpWeightsQ3Dfl(float *v1, float *v2, float *v3, float *v4, float *co, float *w);
/* interpolation weights of point in a polygon with >= 3 vertices */
@@ -358,7 +364,13 @@ void LocQuatSizeToMat4(float mat[][4], float loc[3], float quat[4], float size[3
void tubemap(float x, float y, float z, float *u, float *v);
void spheremap(float x, float y, float z, float *u, float *v);
-int LineIntersectsTriangle(float p1[3], float p2[3], float v0[3], float v1[3], float v2[3], float *lambda);
+int LineIntersectsTriangle(float p1[3], float p2[3], float v0[3], float v1[3], float v2[3], float *lambda, float *uv);
+int SweepingSphereIntersectsTriangleUV(float p1[3], float p2[3], float radius, float v0[3], float v1[3], float v2[3], float *lambda, float *ipoint);
+int AxialLineIntersectsTriangle(int axis, float co1[3], float co2[3], float v0[3], float v1[3], float v2[3], float *lambda);
+int AabbIntersectAabb(float min1[3], float max1[3], float min2[3], float max2[3]);
+void VecfCubicInterpol(float *x1, float *v1, float *x2, float *v2, float t, float *x, float *v);
+void PointInQuad2DUV(float v0[2], float v1[2], float v2[2], float v3[2], float pt[2], float *uv);
+void PointInFace2DUV(int isquad, float v0[2], float v1[2], float v2[2], float v3[2], float pt[2], float *uv);
int point_in_tri_prism(float p[3], float v1[3], float v2[3], float v3[3]);
float lambda_cp_line_ex(float p[3], float l1[3], float l2[3], float cp[3]);