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author | Germano <germano.costa@ig.com.br> | 2018-05-14 22:00:13 +0300 |
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committer | Germano <germano.costa@ig.com.br> | 2018-05-14 22:01:36 +0300 |
commit | 8cbf402eb61bde42c63963eb092bf6722516280b (patch) | |
tree | 680408e89e357be265f7e7f2f06bd288b28ef0a2 /source/blender/blenlib/BLI_math_geom.h | |
parent | 70a60061e59fde7bb0e9cf9585365238b8c1d58f (diff) |
New function for BLI_kdopbvh: `BLI_bvhtree_find_nearest_projected`.
This patch does not make any difference for a user's POV. But it is a step for adding the occlusion test for snapping functions.
This new function finds the node(aabb) whose projection is closest to a screen coordinate.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3180
Diffstat (limited to 'source/blender/blenlib/BLI_math_geom.h')
-rw-r--r-- | source/blender/blenlib/BLI_math_geom.h | 13 |
1 files changed, 12 insertions, 1 deletions
diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h index fa3392cd293..940e22b144a 100644 --- a/source/blender/blenlib/BLI_math_geom.h +++ b/source/blender/blenlib/BLI_math_geom.h @@ -121,11 +121,14 @@ float dist_squared_ray_to_seg_v3( const float v0[3], const float v1[3], float r_point[3], float *r_depth); +void aabb_get_near_far_from_plane( + const float plane_no[3], const float bbmin[3], const float bbmax[3], + float bb_near[3], float bb_afar[3]); + struct DistRayAABB_Precalc { float ray_origin[3]; float ray_direction[3]; float ray_inv_dir[3]; - bool sign[3]; }; void dist_squared_ray_to_aabb_v3_precalc( struct DistRayAABB_Precalc *neasrest_precalc, @@ -344,6 +347,14 @@ bool isect_ray_aabb_v3_simple( float *tmin, float *tmax); /* other */ +#define ISECT_AABB_PLANE_BEHIND_ANY 0 +#define ISECT_AABB_PLANE_CROSS_ANY 1 +#define ISECT_AABB_PLANE_IN_FRONT_ALL 2 + +int isect_aabb_planes_v3( + const float (*planes)[4], const int totplane, + const float bbmin[3], const float bbmax[3]); + bool 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]); |