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Diffstat (limited to 'source/blender/blenlib/intern/math_geom.c')
-rw-r--r--source/blender/blenlib/intern/math_geom.c141
1 files changed, 137 insertions, 4 deletions
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index 96ed788a49f..fc329fe1bf1 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -37,8 +37,6 @@
#include "BLI_memarena.h"
#include "BLI_utildefines.h"
-static float lambda_cp_line(const float p[3], const float l1[3], const float l2[3]);
-
/********************************** Polygons *********************************/
void cent_tri_v3(float cent[3], const float v1[3], const float v2[3], const float v3[3])
@@ -349,6 +347,133 @@ int isect_seg_seg_v2_point(const float v1[2], const float v2[2], const float v3[
return -1;
}
+int isect_line_sphere_v3(const float l1[3], const float l2[3],
+ const float sp[3], const float r,
+ float r_p1[3], float r_p2[3])
+{
+ /* l1: coordinates (point of line)
+ * l2: coordinates (point of line)
+ * sp, r: coordinates and radius (sphere)
+ * r_p1, r_p2: return intersection coordinates
+ */
+
+
+ /* adapted for use in blender by Campbell Barton - 2011
+ *
+ * atelier iebele abel - 2001
+ * atelier@iebele.nl
+ * http://www.iebele.nl
+ *
+ * sphere_line_intersection function adapted from:
+ * http://astronomy.swin.edu.au/pbourke/geometry/sphereline
+ * Paul Bourke pbourke@swin.edu.au
+ */
+
+ const float ldir[3]= {
+ l2[0] - l1[0],
+ l2[1] - l1[1],
+ l2[2] - l1[2]
+ };
+
+ const float a= dot_v3v3(ldir, ldir);
+
+ const float b= 2.0f *
+ (ldir[0] * (l1[0] - sp[0]) +
+ ldir[1] * (l1[1] - sp[1]) +
+ ldir[2] * (l1[2] - sp[2]));
+
+ const float c=
+ dot_v3v3(sp, sp) +
+ dot_v3v3(l1, l1) -
+ (2.0f * dot_v3v3(sp, l1)) -
+ (r * r);
+
+ const float i = b * b - 4.0f * a * c;
+
+ float mu;
+
+ if (i < 0.0f) {
+ /* no intersections */
+ return 0;
+ }
+ else if (i == 0.0f) {
+ /* one intersection */
+ mu = -b / (2.0f * a);
+ madd_v3_v3v3fl(r_p1, l1, ldir, mu);
+ return 1;
+ }
+ else if (i > 0.0) {
+ const float i_sqrt= sqrt(i); /* avoid calc twice */
+
+ /* first intersection */
+ mu = (-b + i_sqrt) / (2.0f * a);
+ madd_v3_v3v3fl(r_p1, l1, ldir, mu);
+
+ /* second intersection */
+ mu = (-b - i_sqrt) / (2.0f * a);
+ madd_v3_v3v3fl(r_p2, l1, ldir, mu);
+ return 2;
+ }
+ else {
+ /* math domain error - nan */
+ return -1;
+ }
+}
+
+/* keep in sync with isect_line_sphere_v3 */
+int isect_line_sphere_v2(const float l1[2], const float l2[2],
+ const float sp[2], const float r,
+ float r_p1[2], float r_p2[2])
+{
+ const float ldir[2]= {
+ l2[0] - l1[0],
+ l2[1] - l1[1]
+ };
+
+ const float a= dot_v2v2(ldir, ldir);
+
+ const float b= 2.0f *
+ (ldir[0] * (l1[0] - sp[0]) +
+ ldir[1] * (l1[1] - sp[1]));
+
+ const float c=
+ dot_v2v2(sp, sp) +
+ dot_v2v2(l1, l1) -
+ (2.0f * dot_v2v2(sp, l1)) -
+ (r * r);
+
+ const float i = b * b - 4.0f * a * c;
+
+ float mu;
+
+ if (i < 0.0f) {
+ /* no intersections */
+ return 0;
+ }
+ else if (i == 0.0f) {
+ /* one intersection */
+ mu = -b / (2.0f * a);
+ madd_v2_v2v2fl(r_p1, l1, ldir, mu);
+ return 1;
+ }
+ else if (i > 0.0) {
+ const float i_sqrt= sqrt(i); /* avoid calc twice */
+
+ /* first intersection */
+ mu = (-b + i_sqrt) / (2.0f * a);
+ madd_v2_v2v2fl(r_p1, l1, ldir, mu);
+
+ /* second intersection */
+ mu = (-b - i_sqrt) / (2.0f * a);
+ madd_v2_v2v2fl(r_p2, l1, ldir, mu);
+ return 2;
+ }
+ else {
+ /* math domain error - nan */
+ return -1;
+ }
+}
+
/*
-1: colliniar
1: intersection
@@ -668,7 +793,7 @@ int isect_line_plane_v3(float out[3], const float l1[3], const float l2[3], cons
add_v3_v3v3(l1_plane, l1, p_no);
- dist = lambda_cp_line(plane_co, l1, l1_plane);
+ dist = line_point_factor_v3(plane_co, l1, l1_plane);
/* treat line like a ray, when 'no_flip' is set */
if(no_flip && dist < 0.0f) {
@@ -1118,7 +1243,7 @@ float closest_to_line_v2(float cp[2],const float p[2], const float l1[2], const
}
/* little sister we only need to know lambda */
-static float lambda_cp_line(const float p[3], const float l1[3], const float l2[3])
+float line_point_factor_v3(const float p[3], const float l1[3], const float l2[3])
{
float h[3],u[3];
sub_v3_v3v3(u, l2, l1);
@@ -1126,6 +1251,14 @@ static float lambda_cp_line(const float p[3], const float l1[3], const float l2[
return(dot_v3v3(u,h)/dot_v3v3(u,u));
}
+float line_point_factor_v2(const float p[2], const float l1[2], const float l2[2])
+{
+ float h[2], u[2];
+ sub_v2_v2v2(u, l2, l1);
+ sub_v2_v2v2(h, p, l1);
+ return(dot_v2v2(u, h)/dot_v2v2(u, u));
+}
+
/* Similar to LineIntersectsTriangleUV, except it operates on a quad and in 2d, assumes point is in quad */
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 *uv)
{