diff options
author | Campbell Barton <ideasman42@gmail.com> | 2013-06-10 01:25:27 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2013-06-10 01:25:27 +0400 |
commit | a91964e0e2f6758e076b522724bb1bc63933cb91 (patch) | |
tree | 7cd61d572570250f65e12afbbd1e6867c378f15e /source/blender/blenlib | |
parent | eabb30a2367808c163a90d658c5be586530098ec (diff) |
code cleanup: use boolean for intersection functions.
Diffstat (limited to 'source/blender/blenlib')
-rw-r--r-- | source/blender/blenlib/BLI_math_geom.h | 44 | ||||
-rw-r--r-- | source/blender/blenlib/intern/math_geom.c | 64 |
2 files changed, 55 insertions, 53 deletions
diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h index 4ebb1a1a1d9..96652c0e78d 100644 --- a/source/blender/blenlib/BLI_math_geom.h +++ b/source/blender/blenlib/BLI_math_geom.h @@ -111,30 +111,30 @@ int isect_seg_seg_v2(const float v1[2], const float v2[2], const float v3[2], co int isect_line_line_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3], float i1[3], float i2[3]); -int isect_line_line_strict_v3(const float v1[3], const float v2[3], - const float v3[3], const float v4[3], - float vi[3], float *r_lambda); +bool isect_line_line_strict_v3(const float v1[3], const float v2[3], + const float v3[3], const float v4[3], + float vi[3], float *r_lambda); -int isect_ray_plane_v3(const float p1[3], const float d[3], - const float v0[3], const float v1[3], const float v2[3], - float *r_lambda, const int clip); +bool isect_ray_plane_v3(const float p1[3], const float d[3], + const float v0[3], const float v1[3], const float v2[3], + float *r_lambda, const int clip); -int 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], const bool no_flip); +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], const bool no_flip); void isect_plane_plane_v3(float r_isect_co[3], float r_isect_no[3], const float plane_a_co[3], const float plane_a_no[3], const float plane_b_co[3], const float plane_b_no[3]); /* line/ray triangle */ -int isect_line_tri_v3(const float p1[3], const float p2[3], +bool isect_line_tri_v3(const float p1[3], const float p2[3], + const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2]); +bool isect_ray_tri_v3(const float p1[3], const float d[3], const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2]); -int isect_ray_tri_v3(const float p1[3], const float d[3], - const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2]); -int isect_ray_tri_threshold_v3(const float p1[3], const float d[3], - const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2], const float threshold); -int isect_ray_tri_epsilon_v3(const float p1[3], const float d[3], - const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2], const float epsilon); +bool isect_ray_tri_threshold_v3(const float p1[3], const float d[3], + const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2], const float threshold); +bool isect_ray_tri_epsilon_v3(const float p1[3], const float d[3], + const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2], const float epsilon); /* point in polygon */ bool isect_point_poly_v2(const float pt[2], const float verts[][2], const int nr); @@ -145,14 +145,14 @@ int isect_point_quad_v2(const float p[2], const float a[2], const float b[2], co int isect_point_tri_v2(const float pt[2], const float v1[2], const float v2[2], const float v3[2]); int isect_point_tri_v2_cw(const float pt[2], const float v1[2], const float v2[2], const float v3[2]); int isect_point_tri_v2_int(const int x1, const int y1, const int x2, const int y2, const int a, const int b); -int isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3]); +bool isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3]); void isect_point_quad_uv_v2(const float v0[2], const float v1[2], const float v2[2], const float v3[2], const float pt[2], float r_uv[2]); void isect_point_face_uv_v2(const int isquad, const float v0[2], const float v1[2], const float v2[2], const float v3[2], const float pt[2], float r_uv[2]); /* axis-aligned bounding box */ -int isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3]); +bool isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3]); typedef struct { float ray_start[3]; @@ -161,14 +161,14 @@ typedef struct { } IsectRayAABBData; void isect_ray_aabb_initialize(IsectRayAABBData *data, const float ray_start[3], const float ray_direction[3]); -int isect_ray_aabb(const IsectRayAABBData *data, const float bb_min[3], const float bb_max[3], float *tmin); +bool isect_ray_aabb(const IsectRayAABBData *data, const float bb_min[3], const float bb_max[3], float *tmin); /* other */ -int 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]); +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]); -int isect_axial_line_tri_v3(const int axis, const float co1[3], const float co2[3], - const float v0[3], const float v1[3], const float v2[3], float *r_lambda); +bool isect_axial_line_tri_v3(const int axis, const float co1[3], const float co2[3], + const float v0[3], const float v1[3], const float v2[3], float *r_lambda); bool clip_segment_v3_plane(float p1[3], float p2[3], const float plane[4]); bool clip_segment_v3_plane_n(float p1[3], float p2[3], float plane_array[][4], const int plane_tot); diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c index 5811bb51012..fff5bc52003 100644 --- a/source/blender/blenlib/intern/math_geom.c +++ b/source/blender/blenlib/intern/math_geom.c @@ -888,9 +888,9 @@ int isect_point_quad_v2(const float pt[2], const float v1[2], const float v2[2], * test if the line starting at p1 ending at p2 intersects the triangle v0..v2 * return non zero if it does */ -int isect_line_tri_v3(const float p1[3], const float p2[3], - const float v0[3], const float v1[3], const float v2[3], - float *r_lambda, float r_uv[2]) +bool isect_line_tri_v3(const float p1[3], const float p2[3], + const float v0[3], const float v1[3], const float v2[3], + float *r_lambda, float r_uv[2]) { float p[3], s[3], d[3], e1[3], e2[3], q[3]; @@ -930,9 +930,9 @@ int isect_line_tri_v3(const float p1[3], const float p2[3], * test if the ray starting at p1 going in d direction intersects the triangle v0..v2 * return non zero if it does */ -int isect_ray_tri_v3(const float p1[3], const float d[3], - const float v0[3], const float v1[3], const float v2[3], - float *r_lambda, float r_uv[2]) +bool isect_ray_tri_v3(const float p1[3], const float d[3], + const float v0[3], const float v1[3], const float v2[3], + float *r_lambda, float r_uv[2]) { float p[3], s[3], e1[3], e2[3], q[3]; float a, f, u, v; @@ -972,9 +972,9 @@ int isect_ray_tri_v3(const float p1[3], const float d[3], * if clip is nonzero, will only return true if lambda is >= 0.0 * (i.e. intersection point is along positive d) */ -int isect_ray_plane_v3(const float p1[3], const float d[3], - const float v0[3], const float v1[3], const float v2[3], - float *r_lambda, const int clip) +bool isect_ray_plane_v3(const float p1[3], const float d[3], + const float v0[3], const float v1[3], const float v2[3], + float *r_lambda, const int clip) { float p[3], s[3], e1[3], e2[3], q[3]; float a, f; @@ -1004,9 +1004,9 @@ int isect_ray_plane_v3(const float p1[3], const float d[3], return 1; } -int isect_ray_tri_epsilon_v3(const float p1[3], const float d[3], - const float v0[3], const float v1[3], const float v2[3], - float *r_lambda, float uv[2], const float epsilon) +bool isect_ray_tri_epsilon_v3(const float p1[3], const float d[3], + const float v0[3], const float v1[3], const float v2[3], + float *r_lambda, float uv[2], const float epsilon) { float p[3], s[3], e1[3], e2[3], q[3]; float a, f, u, v; @@ -1040,9 +1040,9 @@ int isect_ray_tri_epsilon_v3(const float p1[3], const float d[3], return 1; } -int isect_ray_tri_threshold_v3(const float p1[3], const float d[3], - const float v0[3], const float v1[3], const float v2[3], - float *r_lambda, float r_uv[2], const float threshold) +bool isect_ray_tri_threshold_v3(const float p1[3], const float d[3], + const float v0[3], const float v1[3], const float v2[3], + float *r_lambda, float r_uv[2], const float threshold) { float p[3], s[3], e1[3], e2[3], q[3]; float a, f, u, v; @@ -1100,9 +1100,9 @@ int isect_ray_tri_threshold_v3(const float p1[3], const float d[3], * \param plane_no The direction of the plane (does not need to be normalized). * \param no_flip When true, the intersection point will always be from l1 to l2, even if this is not on the plane. */ -int 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], const bool no_flip) +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], const bool no_flip) { float l_vec[3]; /* l1 -> l2 normalized vector */ float p_no[3]; /* 'plane_no' normalized */ @@ -1174,7 +1174,7 @@ void isect_plane_plane_v3(float r_isect_co[3], float r_isect_no[3], /* Adapted from the paper by Kasper Fauerby */ /* "Improved Collision detection and Response" */ -static int getLowestRoot(const float a, const float b, const float c, const float maxR, float *root) +static bool getLowestRoot(const float a, const float b, const float c, const float maxR, float *root) { /* Check if a solution exists */ float determinant = b * b - 4.0f * a * c; @@ -1208,15 +1208,15 @@ static int getLowestRoot(const float a, const float b, const float c, const floa return 0; } -int 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]) +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]) { float e1[3], e2[3], e3[3], point[3], vel[3], /*dist[3],*/ nor[3], temp[3], bv[3]; float a, b, c, d, e, x, y, z, radius2 = radius * radius; float elen2, edotv, edotbv, nordotv; float newLambda; - int found_by_sweep = 0; + bool found_by_sweep = false; sub_v3_v3v3(e1, v1, v0); sub_v3_v3v3(e2, v2, v0); @@ -1396,8 +1396,8 @@ int isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const flo return found_by_sweep; } -int isect_axial_line_tri_v3(const int axis, const float p1[3], const float p2[3], - const float v0[3], const float v1[3], const float v2[3], float *r_lambda) +bool isect_axial_line_tri_v3(const int axis, const float p1[3], const float p2[3], + const float v0[3], const float v1[3], const float v2[3], float *r_lambda) { float p[3], e1[3], e2[3]; float u, v, f; @@ -1513,7 +1513,9 @@ int isect_line_line_v3(const float v1[3], const float v2[3], const float v3[3], /* Intersection point strictly between the two lines * 0 when no intersection is found * */ -int isect_line_line_strict_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3], float vi[3], float *r_lambda) +bool isect_line_line_strict_v3(const float v1[3], const float v2[3], + const float v3[3], const float v4[3], + float vi[3], float *r_lambda) { float a[3], b[3], c[3], ab[3], cb[3], ca[3], dir1[3], dir2[3]; float d; @@ -1561,7 +1563,7 @@ int isect_line_line_strict_v3(const float v1[3], const float v2[3], const float } } -int isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3]) +bool isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3]) { return (min1[0] < max2[0] && min1[1] < max2[1] && min1[2] < max2[2] && min2[0] < max1[0] && min2[1] < max1[1] && min2[2] < max1[2]); @@ -1581,8 +1583,8 @@ void isect_ray_aabb_initialize(IsectRayAABBData *data, const float ray_start[3], } /* Adapted from http://www.gamedev.net/community/forums/topic.asp?topic_id=459973 */ -int isect_ray_aabb(const IsectRayAABBData *data, const float bb_min[3], - const float bb_max[3], float *tmin_out) +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; @@ -1913,7 +1915,7 @@ int isect_point_tri_v2_int(const int x1, const int y1, const int x2, const int y return isect_point_tri_v2(p, v1, v2, v3); } -static int point_in_slice(const float p[3], const float v1[3], const float l1[3], const float l2[3]) +static bool point_in_slice(const float p[3], const float v1[3], const float l1[3], const float l2[3]) { /* * what is a slice ? @@ -1962,7 +1964,7 @@ static int point_in_slice_m(float p[3], float origin[3], float normal[3], float } #endif -int isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3]) +bool isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3]) { if (!point_in_slice(p, v1, v2, v3)) return 0; if (!point_in_slice(p, v2, v3, v1)) return 0; |