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authorMartin Poirier <theeth@yahoo.com>2008-06-09 21:16:20 +0400
committerMartin Poirier <theeth@yahoo.com>2008-06-09 21:16:20 +0400
commitac0a91920af0c9de9f6dfbbf493ecb9e2509c15e (patch)
tree076b67eff10128d117a5580fe0cc7ae99758bb33 /source/blender/blenlib
parent83af2c1757d7ce76842dd13d92395d4bf5f0c410 (diff)
Revision 14894 merged from apricot
---------------------------------- Arith: - axis angle to quat conversion function - short to float / float to short normals conversion function (eventually, we could go over the go and replace copy/pasted code everywhere) - ray triangle intersection (to complement the line triangle intersection function) View: - viewray / viewline (get near plane point under mouse and ray normal/far point) Particles: - extract viewline from brush_add function
Diffstat (limited to 'source/blender/blenlib')
-rw-r--r--source/blender/blenlib/BLI_arithb.h4
-rw-r--r--source/blender/blenlib/intern/arithb.c67
2 files changed, 71 insertions, 0 deletions
diff --git a/source/blender/blenlib/BLI_arithb.h b/source/blender/blenlib/BLI_arithb.h
index 9ed23bc32b6..4d277cf98e1 100644
--- a/source/blender/blenlib/BLI_arithb.h
+++ b/source/blender/blenlib/BLI_arithb.h
@@ -258,6 +258,7 @@ void Vec2Addf(float *v, float *v1, float *v2);
void Vec2Subf(float *v, float *v1, float *v2);
void Vec2Copyf(float *v1, float *v2);
+void AxisAngleToQuat(float *q, float *axis, float angle);
void vectoquat(float *vec, short axis, short upflag, float *q);
float VecAngle2(float *v1, float *v2);
@@ -269,6 +270,8 @@ float NormalizedVecAngle2_2D(float *v1, float *v2);
void euler_rot(float *beul, float ang, char axis);
+void NormalShortToFloat(float *out, short *in);
+void NormalFloatToShort(short *out, float *in);
float DistVL2Dfl(float *v1, float *v2, float *v3);
float PdistVL2Dfl(float *v1, float *v2, float *v3);
@@ -372,6 +375,7 @@ void tubemap(float x, float y, float z, float *u, float *v);
void spheremap(float x, float y, float z, float *u, float *v);
int LineIntersectsTriangle(float p1[3], float p2[3], float v0[3], float v1[3], float v2[3], float *lambda, float *uv);
+int RayIntersectsTriangle(float p1[3], float d[3], float v0[3], float v1[3], float v2[3], float *lambda, float *uv);
int SweepingSphereIntersectsTriangleUV(float p1[3], float p2[3], float radius, float v0[3], float v1[3], float v2[3], float *lambda, float *ipoint);
int AxialLineIntersectsTriangle(int axis, float co1[3], float co2[3], float v0[3], float v1[3], float v2[3], float *lambda);
int AabbIntersectAabb(float min1[3], float max1[3], float min2[3], float max2[3]);
diff --git a/source/blender/blenlib/intern/arithb.c b/source/blender/blenlib/intern/arithb.c
index 48a149f4b3a..322a9e6fd02 100644
--- a/source/blender/blenlib/intern/arithb.c
+++ b/source/blender/blenlib/intern/arithb.c
@@ -1335,6 +1335,22 @@ void NormalQuat(float *q)
}
}
+void AxisAngleToQuat(float *q, float *axis, float angle)
+{
+ float nor[3];
+ float si;
+
+ VecCopyf(nor, axis);
+ Normalize(nor);
+
+ angle /= 2;
+ si = (float)sin(angle);
+ q[0] = (float)cos(angle);
+ q[1] = nor[0] * si;
+ q[2] = nor[1] * si;
+ q[3] = nor[2] * si;
+}
+
void vectoquat(float *vec, short axis, short upflag, float *q)
{
float q2[4], nor[3], *fp, mat[3][3], angle, si, co, x2, y2, z2, len1;
@@ -2258,6 +2274,20 @@ double Sqrt3d(double d)
else return exp(log(d)/3);
}
+void NormalShortToFloat(float *out, short *in)
+{
+ out[0] = in[0] / 32767.0;
+ out[1] = in[1] / 32767.0;
+ out[2] = in[2] / 32767.0;
+}
+
+void NormalFloatToShort(short *out, float *in)
+{
+ out[0] = (short)(in[0] * 32767.0);
+ out[1] = (short)(in[1] * 32767.0);
+ out[2] = (short)(in[2] * 32767.0);
+}
+
/* distance v1 to line v2-v3 */
/* using Hesse formula, NO LINE PIECE! */
float DistVL2Dfl( float *v1, float *v2, float *v3) {
@@ -3671,6 +3701,43 @@ int LineIntersectsTriangle(float p1[3], float p2[3], float v0[3], float v1[3], f
return 1;
}
+/* moved from effect.c
+ test if the ray starting at p1 going in d direction intersects the triangle v0..v2
+ return non zero if it does
+*/
+int RayIntersectsTriangle(float p1[3], float d[3], float v0[3], float v1[3], float v2[3], float *lambda, float *uv)
+{
+ float p[3], s[3], e1[3], e2[3], q[3];
+ float a, f, u, v;
+
+ VecSubf(e1, v1, v0);
+ VecSubf(e2, v2, v0);
+
+ Crossf(p, d, e2);
+ a = Inpf(e1, p);
+ if ((a > -0.000001) && (a < 0.000001)) return 0;
+ f = 1.0f/a;
+
+ VecSubf(s, p1, v0);
+
+ Crossf(q, s, e1);
+ *lambda = f * Inpf(e2, q);
+ if ((*lambda < 0.0)) return 0;
+
+ u = f * Inpf(s, p);
+ if ((u < 0.0)||(u > 1.0)) return 0;
+
+ v = f * Inpf(d, q);
+ if ((v < 0.0)||((u + v) > 1.0)) return 0;
+
+ if(uv) {
+ uv[0]= u;
+ uv[1]= v;
+ }
+
+ return 1;
+}
+
/* Adapted from the paper by Kasper Fauerby */
/* "Improved Collision detection and Response" */
int SweepingSphereIntersectsTriangleUV(float p1[3], float p2[3], float radius, float v0[3], float v1[3], float v2[3], float *lambda, float *ipoint)