diff options
author | Martin Poirier <theeth@yahoo.com> | 2008-06-23 03:07:42 +0400 |
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committer | Martin Poirier <theeth@yahoo.com> | 2008-06-23 03:07:42 +0400 |
commit | b22d3e615d75232ba0ac3327acb4c1b0101e77a4 (patch) | |
tree | 85ada06631b3f2a79de01394becade3884493b77 /source/blender/blenlib/intern/arithb.c | |
parent | 484ac5ea1a7c632a5bf1347f48ef34437d0e9700 (diff) |
Moving Line to Line intersection into arithb
Diffstat (limited to 'source/blender/blenlib/intern/arithb.c')
-rw-r--r-- | source/blender/blenlib/intern/arithb.c | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/source/blender/blenlib/intern/arithb.c b/source/blender/blenlib/intern/arithb.c index 322a9e6fd02..2084ab3da5f 100644 --- a/source/blender/blenlib/intern/arithb.c +++ b/source/blender/blenlib/intern/arithb.c @@ -4032,6 +4032,74 @@ int AxialLineIntersectsTriangle(int axis, float p1[3], float p2[3], float v0[3], 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 LineIntersectLine(float v1[3], float v2[3], float v3[3], 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; + + VecSubf(c, v3, v1); + VecSubf(a, v2, v1); + VecSubf(b, v4, v3); + + VecCopyf(dir1, a); + Normalize(dir1); + VecCopyf(dir2, b); + Normalize(dir2); + d = Inpf(dir1, dir2); + if (d == 1.0f || d == -1.0f) { + /* colinear */ + return 0; + } + + Crossf(ab, a, b); + d = Inpf(c, ab); + + /* test if the two lines are coplanar */ + if (d > -0.000001f && d < 0.000001f) { + Crossf(cb, c, b); + + VecMulf(a, Inpf(cb, ab) / Inpf(ab, ab)); + VecAddf(i1, v1, a); + VecCopyf(i2, i1); + + return 1; /* one intersection only */ + } + /* if not */ + else { + float n[3], t[3]; + float v3t[3], v4t[3]; + VecSubf(t, v1, v3); + + /* offset between both plane where the lines lies */ + Crossf(n, a, b); + Projf(t, t, n); + + /* for the first line, offset the second line until it is coplanar */ + VecAddf(v3t, v3, t); + VecAddf(v4t, v4, t); + + VecSubf(c, v3t, v1); + VecSubf(a, v2, v1); + VecSubf(b, v4t, v3); + + Crossf(ab, a, b); + Crossf(cb, c, b); + + VecMulf(a, Inpf(cb, ab) / Inpf(ab, ab)); + VecAddf(i1, v1, a); + + /* for the second line, just substract the offset from the first intersection point */ + VecSubf(i2, i1, t); + + return 2; /* two nearest points */ + } +} + int AabbIntersectAabb(float min1[3], float max1[3], float min2[3], float max2[3]) { return (min1[0]<max2[0] && min1[1]<max2[1] && min1[2]<max2[2] && |