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authorGermano Cavalcante <germano.costa@ig.com.br>2017-02-17 15:49:20 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2017-02-17 15:49:20 +0300
commit31123f09cd431191e99135c17e80b96441f985f5 (patch)
treef1783f26a7a84fdbaaca6d8b26dbec1a505d096a /source/blender/blenlib/intern/math_geom.c
parentd41451a0ca5053885deffce2bf603fc6c488ddf4 (diff)
Remove unused functions related to distance between BoundBox and ray
Diffstat (limited to 'source/blender/blenlib/intern/math_geom.c')
-rw-r--r--source/blender/blenlib/intern/math_geom.c218
1 files changed, 0 insertions, 218 deletions
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index aeb6a550cd9..3cf26ccf904 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -2337,224 +2337,6 @@ bool isect_ray_aabb_v3_simple(
}
}
-void dist_squared_ray_to_aabb_v3_precalc(
- struct NearestRayToAABB_Precalc *data,
- const float ray_origin[3], const float ray_direction[3])
-{
- float dir_sq[3];
-
- for (int i = 0; i < 3; i++) {
- data->ray_origin[i] = ray_origin[i];
- data->ray_direction[i] = ray_direction[i];
- data->ray_inv_dir[i] = (data->ray_direction[i] != 0.0f) ? (1.0f / data->ray_direction[i]) : FLT_MAX;
- /* It has to be a function of `ray_inv_dir`,
- * since the division of 1 by 0.0f, can be -inf or +inf */
- data->sign[i] = (data->ray_inv_dir[i] < 0.0f);
-
- dir_sq[i] = SQUARE(data->ray_direction[i]);
- }
-
- /* `diag_sq` Length square of each face diagonal */
- float diag_sq[3] = {
- dir_sq[1] + dir_sq[2],
- dir_sq[0] + dir_sq[2],
- dir_sq[0] + dir_sq[1],
- };
- data->idiag_sq[0] = (diag_sq[0] > FLT_EPSILON) ? (1.0f / diag_sq[0]) : FLT_MAX;
- data->idiag_sq[1] = (diag_sq[1] > FLT_EPSILON) ? (1.0f / diag_sq[1]) : FLT_MAX;
- data->idiag_sq[2] = (diag_sq[2] > FLT_EPSILON) ? (1.0f / diag_sq[2]) : FLT_MAX;
-
- data->cdot_axis[0] = data->ray_direction[0] * data->idiag_sq[0];
- data->cdot_axis[1] = data->ray_direction[1] * data->idiag_sq[1];
- data->cdot_axis[2] = data->ray_direction[2] * data->idiag_sq[2];
-}
-
-/**
- * Returns the squared distance from a ray to a bound-box `AABB`.
- * It is based on `fast_ray_nearest_hit` solution to obtain
- * the coordinates of the nearest edge of Bound Box to the ray
- */
-float dist_squared_ray_to_aabb_v3(
- const struct NearestRayToAABB_Precalc *data,
- const float bb_min[3], const float bb_max[3],
- bool r_axis_closest[3])
-{
- /* `tmin` is a vector that has the smaller distances to each of the
- * infinite planes of the `AABB` faces (hit in nearest face X plane,
- * nearest face Y plane and nearest face Z plane) */
- float local_bvmin[3], local_bvmax[3];
-
- if (data->sign[0] == 0) {
- local_bvmin[0] = bb_min[0] - data->ray_origin[0];
- local_bvmax[0] = bb_max[0] - data->ray_origin[0];
- }
- else {
- local_bvmin[0] = bb_max[0] - data->ray_origin[0];
- local_bvmax[0] = bb_min[0] - data->ray_origin[0];
- }
-
- if (data->sign[1] == 0) {
- local_bvmin[1] = bb_min[1] - data->ray_origin[1];
- local_bvmax[1] = bb_max[1] - data->ray_origin[1];
- }
- else {
- local_bvmin[1] = bb_max[1] - data->ray_origin[1];
- local_bvmax[1] = bb_min[1] - data->ray_origin[1];
- }
-
- if (data->sign[2] == 0) {
- local_bvmin[2] = bb_min[2] - data->ray_origin[2];
- local_bvmax[2] = bb_max[2] - data->ray_origin[2];
- }
- else {
- local_bvmin[2] = bb_max[2] - data->ray_origin[2];
- local_bvmax[2] = bb_min[2] - data->ray_origin[2];
- }
-
- const float tmin[3] = {
- local_bvmin[0] * data->ray_inv_dir[0],
- local_bvmin[1] * data->ray_inv_dir[1],
- local_bvmin[2] * data->ray_inv_dir[2],
- };
-
- /* `tmax` is a vector that has the longer distances to each of the
- * infinite planes of the `AABB` faces (hit in farthest face X plane,
- * farthest face Y plane and farthest face Z plane) */
- const float tmax[3] = {
- local_bvmax[0] * data->ray_inv_dir[0],
- local_bvmax[1] * data->ray_inv_dir[1],
- local_bvmax[2] * data->ray_inv_dir[2],
- };
- /* `v1` and `v3` is be the coordinates of the nearest `AABB` edge to the ray*/
- float v1[3], v2[3];
- /* `rtmin` is the highest value of the smaller distances. == max_axis_v3(tmin)
- * `rtmax` is the lowest value of longer distances. == min_axis_v3(tmax)*/
- float rtmin, rtmax, mul, rdist;
- /* `main_axis` is the axis equivalent to edge close to the ray */
- int main_axis;
-
- r_axis_closest[0] = false;
- r_axis_closest[1] = false;
- r_axis_closest[2] = false;
-
- /* *** min_axis_v3(tmax) *** */
- if ((tmax[0] <= tmax[1]) && (tmax[0] <= tmax[2])) {
- // printf("# Hit in X %s\n", data->sign[0] ? "min", "max");
- rtmax = tmax[0];
- v1[0] = v2[0] = local_bvmax[0];
- mul = local_bvmax[0] * data->ray_direction[0];
- main_axis = 3;
- r_axis_closest[0] = data->sign[0];
- }
- else if ((tmax[1] <= tmax[0]) && (tmax[1] <= tmax[2])) {
- // printf("# Hit in Y %s\n", data->sign[1] ? "min", "max");
- rtmax = tmax[1];
- v1[1] = v2[1] = local_bvmax[1];
- mul = local_bvmax[1] * data->ray_direction[1];
- main_axis = 2;
- r_axis_closest[1] = data->sign[1];
- }
- else {
- // printf("# Hit in Z %s\n", data->sign[2] ? "min", "max");
- rtmax = tmax[2];
- v1[2] = v2[2] = local_bvmax[2];
- mul = local_bvmax[2] * data->ray_direction[2];
- main_axis = 1;
- r_axis_closest[2] = data->sign[2];
- }
-
- /* *** max_axis_v3(tmin) *** */
- if ((tmin[0] >= tmin[1]) && (tmin[0] >= tmin[2])) {
- // printf("# To X %s\n", data->sign[0] ? "max", "min");
- rtmin = tmin[0];
- v1[0] = v2[0] = local_bvmin[0];
- mul += local_bvmin[0] * data->ray_direction[0];
- main_axis -= 3;
- r_axis_closest[0] = !data->sign[0];
- }
- else if ((tmin[1] >= tmin[0]) && (tmin[1] >= tmin[2])) {
- // printf("# To Y %s\n", data->sign[1] ? "max", "min");
- rtmin = tmin[1];
- v1[1] = v2[1] = local_bvmin[1];
- mul += local_bvmin[1] * data->ray_direction[1];
- main_axis -= 1;
- r_axis_closest[1] = !data->sign[1];
- }
- else {
- // printf("# To Z %s\n", data->sign[2] ? "max", "min");
- rtmin = tmin[2];
- v1[2] = v2[2] = local_bvmin[2];
- mul += local_bvmin[2] * data->ray_direction[2];
- main_axis -= 2;
- r_axis_closest[2] = !data->sign[2];
- }
- /* *** end min/max axis *** */
-
-
- /* `if rtmax < 0`, the whole `AABB` is behing us */
- if ((rtmax < 0.0f) && (rtmin < 0.0f)) {
- return FLT_MAX;
- }
-
- if (main_axis < 0) {
- main_axis += 3;
- }
-
- if (data->sign[main_axis] == 0) {
- v1[main_axis] = local_bvmin[main_axis];
- v2[main_axis] = local_bvmax[main_axis];
- }
- else {
- v1[main_axis] = local_bvmax[main_axis];
- v2[main_axis] = local_bvmin[main_axis];
- }
-
- /* if rtmin < rtmax, ray intersect `AABB` */
- if (rtmin <= rtmax) {
- const float proj = rtmin * data->ray_direction[main_axis];
- rdist = 0.0f;
- r_axis_closest[main_axis] = (proj - v1[main_axis]) < (v2[main_axis] - proj);
- }
- else {
- /* `proj` equals to nearest point on the ray closest to the edge `v1 v2` of the `AABB`. */
- const float proj = mul * data->cdot_axis[main_axis];
- float depth;
- if (v1[main_axis] > proj) { /* the nearest point to the ray is the point v1 */
- /* `depth` is equivalent the distance from the origin to the point v1,
- * Here's a faster way to calculate the dot product of v1 and ray
- * (depth = dot_v3v3(v1, data->ray.direction))*/
- depth = mul + data->ray_direction[main_axis] * v1[main_axis];
- rdist = len_squared_v3(v1) - SQUARE(depth);
- r_axis_closest[main_axis] = true;
- }
- else if (v2[main_axis] < proj) { /* the nearest point of the ray is the point v2 */
- depth = mul + data->ray_direction[main_axis] * v2[main_axis];
- rdist = len_squared_v3(v2) - SQUARE(depth);
- r_axis_closest[main_axis] = false;
- }
- else { /* the nearest point of the ray is on the edge of the `AABB`. */
- float v[2];
- mul *= data->idiag_sq[main_axis];
- if (main_axis == 0) {
- v[0] = (mul * data->ray_direction[1]) - v1[1];
- v[1] = (mul * data->ray_direction[2]) - v1[2];
- }
- else if (main_axis == 1) {
- v[0] = (mul * data->ray_direction[0]) - v1[0];
- v[1] = (mul * data->ray_direction[2]) - v1[2];
- }
- else {
- v[0] = (mul * data->ray_direction[0]) - v1[0];
- v[1] = (mul * data->ray_direction[1]) - v1[1];
- }
- rdist = len_squared_v2(v);
- r_axis_closest[main_axis] = (proj - v1[main_axis]) < (v2[main_axis] - proj);
- }
- }
-
- return rdist;
-}
-
/* find closest point to p on line through (l1, l2) and return lambda,
* where (0 <= lambda <= 1) when cp is in the line segment (l1, l2)
*/