diff options
author | Campbell Barton <ideasman42@gmail.com> | 2015-12-15 10:06:24 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2015-12-15 10:15:10 +0300 |
commit | a7c7ae5bf76f9b9036289fa38c2c2ad11f5e2986 (patch) | |
tree | 7303dfc1227b28d1ea57733dc07e23c6bb14c710 /source/blender/blenlib/intern | |
parent | 87791c611d9e87b5b7790a5cf007203d14ceb840 (diff) |
Cleanup: math lib naming
Rename not-very-descriptive (p1, d) -> (ray_origin, ray_direction)
Diffstat (limited to 'source/blender/blenlib/intern')
-rw-r--r-- | source/blender/blenlib/intern/math_geom.c | 115 |
1 files changed, 58 insertions, 57 deletions
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c index 4b74ca76a3c..e635d3c99f1 100644 --- a/source/blender/blenlib/intern/math_geom.c +++ b/source/blender/blenlib/intern/math_geom.c @@ -1215,7 +1215,7 @@ bool isect_line_tri_epsilon_v3( * return non zero if it does */ bool isect_ray_tri_v3( - const float p1[3], const float d[3], + const float ray_origin[3], const float ray_direction[3], const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2]) { @@ -1228,19 +1228,19 @@ bool isect_ray_tri_v3( sub_v3_v3v3(e1, v1, v0); sub_v3_v3v3(e2, v2, v0); - cross_v3_v3v3(p, d, e2); + cross_v3_v3v3(p, ray_direction, e2); a = dot_v3v3(e1, p); if ((a > -epsilon) && (a < epsilon)) return false; f = 1.0f / a; - sub_v3_v3v3(s, p1, v0); + sub_v3_v3v3(s, ray_origin, v0); u = f * dot_v3v3(s, p); if ((u < 0.0f) || (u > 1.0f)) return false; cross_v3_v3v3(q, s, e1); - v = f * dot_v3v3(d, q); + v = f * dot_v3v3(ray_direction, q); if ((v < 0.0f) || ((u + v) > 1.0f)) return false; *r_lambda = f * dot_v3v3(e2, q); @@ -1256,24 +1256,24 @@ bool isect_ray_tri_v3( /** * if clip is nonzero, will only return true if lambda is >= 0.0 - * (i.e. intersection point is along positive d) + * (i.e. intersection point is along positive \a ray_direction) * * \note #line_plane_factor_v3() shares logic. */ bool isect_ray_plane_v3( - const float p1[3], const float d[3], + const float ray_origin[3], const float ray_direction[3], const float plane[4], float *r_lambda, const bool clip) { float h[3], plane_co[3]; float dot; - dot = dot_v3v3(plane, d); + dot = dot_v3v3(plane, ray_direction); if (dot == 0.0f) { return false; } mul_v3_v3fl(plane_co, plane, (-plane[3] / len_squared_v3(plane))); - sub_v3_v3v3(h, p1, plane_co); + sub_v3_v3v3(h, ray_origin, plane_co); *r_lambda = -dot_v3v3(plane, h) / dot; if (clip && (*r_lambda < 0.0f)) { return false; @@ -1282,9 +1282,9 @@ bool isect_ray_plane_v3( } bool isect_ray_tri_epsilon_v3( - const float p1[3], const float d[3], + const float ray_origin[3], const float ray_direction[3], const float v0[3], const float v1[3], const float v2[3], - float *r_lambda, float uv[2], const float epsilon) + float *r_lambda, float r_uv[2], const float epsilon) { float p[3], s[3], e1[3], e2[3], q[3]; float a, f, u, v; @@ -1292,50 +1292,50 @@ bool isect_ray_tri_epsilon_v3( sub_v3_v3v3(e1, v1, v0); sub_v3_v3v3(e2, v2, v0); - cross_v3_v3v3(p, d, e2); + cross_v3_v3v3(p, ray_direction, e2); a = dot_v3v3(e1, p); if (a == 0.0f) return false; f = 1.0f / a; - sub_v3_v3v3(s, p1, v0); + sub_v3_v3v3(s, ray_origin, v0); u = f * dot_v3v3(s, p); if ((u < -epsilon) || (u > 1.0f + epsilon)) return false; cross_v3_v3v3(q, s, e1); - v = f * dot_v3v3(d, q); + v = f * dot_v3v3(ray_direction, q); if ((v < -epsilon) || ((u + v) > 1.0f + epsilon)) return false; *r_lambda = f * dot_v3v3(e2, q); if ((*r_lambda < 0.0f)) return false; - if (uv) { - uv[0] = u; - uv[1] = v; + if (r_uv) { + r_uv[0] = u; + r_uv[1] = v; } return true; } -void isect_ray_tri_watertight_v3_precalc(struct IsectRayPrecalc *isect_precalc, const float dir[3]) +void isect_ray_tri_watertight_v3_precalc(struct IsectRayPrecalc *isect_precalc, const float ray_direction[3]) { float inv_dir_z; /* Calculate dimension where the ray direction is maximal. */ - int kz = axis_dominant_v3_single(dir); + int kz = axis_dominant_v3_single(ray_direction); int kx = (kz != 2) ? (kz + 1) : 0; int ky = (kx != 2) ? (kx + 1) : 0; /* Swap kx and ky dimensions to preserve winding direction of triangles. */ - if (dir[kz] < 0.0f) { + if (ray_direction[kz] < 0.0f) { SWAP(int, kx, ky); } /* Calculate the shear constants. */ - inv_dir_z = 1.0f / dir[kz]; - isect_precalc->sx = dir[kx] * inv_dir_z; - isect_precalc->sy = dir[ky] * inv_dir_z; + inv_dir_z = 1.0f / ray_direction[kz]; + isect_precalc->sx = ray_direction[kx] * inv_dir_z; + isect_precalc->sy = ray_direction[ky] * inv_dir_z; isect_precalc->sz = inv_dir_z; /* Store the dimensions. */ @@ -1345,7 +1345,7 @@ void isect_ray_tri_watertight_v3_precalc(struct IsectRayPrecalc *isect_precalc, } bool isect_ray_tri_watertight_v3( - const float p[3], const struct IsectRayPrecalc *isect_precalc, + const float ray_origin[3], const struct IsectRayPrecalc *isect_precalc, const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2]) { @@ -1357,9 +1357,9 @@ bool isect_ray_tri_watertight_v3( const float sz = isect_precalc->sz; /* Calculate vertices relative to ray origin. */ - const float a[3] = {v0[0] - p[0], v0[1] - p[1], v0[2] - p[2]}; - const float b[3] = {v1[0] - p[0], v1[1] - p[1], v1[2] - p[2]}; - const float c[3] = {v2[0] - p[0], v2[1] - p[1], v2[2] - p[2]}; + const float a[3] = {v0[0] - ray_origin[0], v0[1] - ray_origin[1], v0[2] - ray_origin[2]}; + const float b[3] = {v1[0] - ray_origin[0], v1[1] - ray_origin[1], v1[2] - ray_origin[2]}; + const float c[3] = {v2[0] - ray_origin[0], v2[1] - ray_origin[1], v2[2] - ray_origin[2]}; const float a_kx = a[kx], a_ky = a[ky], a_kz = a[kz]; const float b_kx = b[kx], b_ky = b[ky], b_kz = b[kz]; @@ -1423,13 +1423,13 @@ bool isect_ray_tri_watertight_v3( } bool isect_ray_tri_watertight_v3_simple( - const float P[3], const float dir[3], + const float ray_origin[3], const float ray_direction[3], const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2]) { struct IsectRayPrecalc isect_precalc; - isect_ray_tri_watertight_v3_precalc(&isect_precalc, dir); - return isect_ray_tri_watertight_v3(P, &isect_precalc, v0, v1, v2, r_lambda, r_uv); + isect_ray_tri_watertight_v3_precalc(&isect_precalc, ray_direction); + return isect_ray_tri_watertight_v3(ray_origin, &isect_precalc, v0, v1, v2, r_lambda, r_uv); } #if 0 /* UNUSED */ @@ -1438,7 +1438,7 @@ bool isect_ray_tri_watertight_v3_simple( * so rays slightly outside the triangle to be considered as intersecting. */ bool isect_ray_tri_threshold_v3( - const float p1[3], const float d[3], + const float ray_origin[3], const float ray_direction[3], const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2], const float threshold) { @@ -1450,19 +1450,19 @@ bool isect_ray_tri_threshold_v3( sub_v3_v3v3(e1, v1, v0); sub_v3_v3v3(e2, v2, v0); - cross_v3_v3v3(p, d, e2); + cross_v3_v3v3(p, ray_direction, e2); a = dot_v3v3(e1, p); if ((a > -epsilon) && (a < epsilon)) return false; f = 1.0f / a; - sub_v3_v3v3(s, p1, v0); + sub_v3_v3v3(s, ray_origin, v0); cross_v3_v3v3(q, s, e1); *r_lambda = f * dot_v3v3(e2, q); if ((*r_lambda < 0.0f)) return false; u = f * dot_v3v3(s, p); - v = f * dot_v3v3(d, q); + v = f * dot_v3v3(ray_direction, q); if (u > 0 && v > 0 && u + v > 1) { float t = (u + v - 1) / 2; @@ -1497,25 +1497,25 @@ bool isect_ray_tri_threshold_v3( bool isect_ray_seg_v2( - const float p1[3], const float d[3], - const float v0[3], const float v1[3], + const float ray_origin[2], const float ray_direction[2], + const float v0[2], const float v1[2], float *r_lambda, float *r_u) { float v0_local[2], v1_local[2]; - sub_v2_v2v2(v0_local, v0, p1); - sub_v2_v2v2(v1_local, v1, p1); + sub_v2_v2v2(v0_local, v0, ray_origin); + sub_v2_v2v2(v1_local, v1, ray_origin); float s10[2]; float det; sub_v2_v2v2(s10, v1_local, v0_local); - det = cross_v2v2(d, s10); + det = cross_v2v2(ray_direction, s10); if (det != 0.0f) { const float v = cross_v2v2(v0_local, v1_local); - float p[2] = {(d[0] * v) / det, (d[1] * v) / det}; + float p[2] = {(ray_direction[0] * v) / det, (ray_direction[1] * v) / det}; - const float t = (dot_v2v2(p, d) / dot_v2v2(d, d)); + const float t = (dot_v2v2(p, ray_direction) / dot_v2v2(ray_direction, ray_direction)); if ((t >= 0.0f) == 0) { return false; } @@ -1559,7 +1559,7 @@ bool isect_point_planes_v3(float (*planes)[4], int totplane, const float p[3]) /** * Intersect line/plane. * - * \param out The intersection point. + * \param r_isect_co The intersection point. * \param l1 The first point of the line. * \param l2 The second point of the line. * \param plane_co A point on the plane to intersect with. @@ -1567,9 +1567,10 @@ bool isect_point_planes_v3(float (*planes)[4], int totplane, const float p[3]) * * \note #line_plane_factor_v3() shares logic. */ -bool isect_line_plane_v3(float out[3], - const float l1[3], const float l2[3], - const float plane_co[3], const float plane_no[3]) +bool isect_line_plane_v3( + float r_isect_co[3], + const float l1[3], const float l2[3], + const float plane_co[3], const float plane_no[3]) { float u[3], h[3]; float dot; @@ -1580,7 +1581,7 @@ bool isect_line_plane_v3(float out[3], if (fabsf(dot) > FLT_EPSILON) { float lambda = -dot_v3v3(plane_no, h) / dot; - madd_v3_v3v3fl(out, l1, u, lambda); + madd_v3_v3v3fl(r_isect_co, l1, u, lambda); return true; } else { @@ -2185,9 +2186,9 @@ bool isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float mi min2[0] < max1[0] && min2[1] < max1[1] && min2[2] < max1[2]); } -void isect_ray_aabb_initialize(IsectRayAABBData *data, const float ray_start[3], const float ray_direction[3]) +void isect_ray_aabb_initialize(IsectRayAABBData *data, const float ray_origin[3], const float ray_direction[3]) { - copy_v3_v3(data->ray_start, ray_start); + copy_v3_v3(data->ray_origin, ray_origin); data->ray_inv_dir[0] = 1.0f / ray_direction[0]; data->ray_inv_dir[1] = 1.0f / ray_direction[1]; @@ -2203,16 +2204,15 @@ bool isect_ray_aabb(const IsectRayAABBData *data, const float bb_min[3], const float bb_max[3], float *tmin_out) { float bbox[2][3]; - float tmin, tmax, tymin, tymax, tzmin, tzmax; copy_v3_v3(bbox[0], bb_min); copy_v3_v3(bbox[1], bb_max); - tmin = (bbox[data->sign[0]][0] - data->ray_start[0]) * data->ray_inv_dir[0]; - tmax = (bbox[1 - data->sign[0]][0] - data->ray_start[0]) * data->ray_inv_dir[0]; + float tmin = (bbox[data->sign[0]][0] - data->ray_origin[0]) * data->ray_inv_dir[0]; + float tmax = (bbox[1 - data->sign[0]][0] - data->ray_origin[0]) * data->ray_inv_dir[0]; - tymin = (bbox[data->sign[1]][1] - data->ray_start[1]) * data->ray_inv_dir[1]; - tymax = (bbox[1 - data->sign[1]][1] - data->ray_start[1]) * data->ray_inv_dir[1]; + const float tymin = (bbox[data->sign[1]][1] - data->ray_origin[1]) * data->ray_inv_dir[1]; + const float tymax = (bbox[1 - data->sign[1]][1] - data->ray_origin[1]) * data->ray_inv_dir[1]; if ((tmin > tymax) || (tymin > tmax)) return false; @@ -2223,8 +2223,8 @@ bool isect_ray_aabb(const IsectRayAABBData *data, const float bb_min[3], if (tymax < tmax) tmax = tymax; - tzmin = (bbox[data->sign[2]][2] - data->ray_start[2]) * data->ray_inv_dir[2]; - tzmax = (bbox[1 - data->sign[2]][2] - data->ray_start[2]) * data->ray_inv_dir[2]; + const float tzmin = (bbox[data->sign[2]][2] - data->ray_origin[2]) * data->ray_inv_dir[2]; + const float tzmax = (bbox[1 - data->sign[2]][2] - data->ray_origin[2]) * data->ray_inv_dir[2]; if ((tmin > tzmax) || (tzmin > tmax)) return false; @@ -2442,8 +2442,9 @@ bool isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v * \return True when \a p is inside the triangle. * \note Its up to the caller to check the distance between \a p and \a r_vi against an error margin. */ -bool isect_point_tri_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3], - float r_vi[3]) +bool isect_point_tri_v3( + const float p[3], const float v1[3], const float v2[3], const float v3[3], + float r_isect_co[3]) { if (isect_point_tri_prism_v3(p, v1, v2, v3)) { float plane[4]; @@ -2454,7 +2455,7 @@ bool isect_point_tri_v3(const float p[3], const float v1[3], const float v2[3], BLI_assert(len_squared_v3(no) != 0.0f); plane_from_point_normal_v3(plane, v1, no); - closest_to_plane_v3(r_vi, plane, p); + closest_to_plane_v3(r_isect_co, plane, p); return true; } |