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Diffstat (limited to 'source/blender/blenlib/intern/math_geom.c')
-rw-r--r--source/blender/blenlib/intern/math_geom.c268
1 files changed, 258 insertions, 10 deletions
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index 500b0625177..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"
-
-
/********************************** Polygons *********************************/
void cent_tri_v3(float cent[3], const float v1[3], const float v2[3], const float v3[3])
@@ -239,7 +237,7 @@ float dist_to_line_segment_v3(const float v1[3], const float v2[3], const float
/******************************* Intersection ********************************/
/* intersect Line-Line, shorts */
-int isect_line_line_v2_short(const short v1[2], const short v2[2], const short v3[2], const short v4[2])
+int isect_line_line_v2_int(const int v1[2], const int v2[2], const int v3[2], const int v4[2])
{
float div, labda, mu;
@@ -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
@@ -529,8 +654,9 @@ int isect_ray_tri_v3(const float p1[3], const float d[3], const float v0[3], con
int isect_ray_plane_v3(float p1[3], float d[3], float v0[3], float v1[3], float v2[3], float *lambda, int clip)
{
float p[3], s[3], e1[3], e2[3], q[3];
- float a, f, u, v;
-
+ float a, f;
+ /* float u, v; */ /*UNUSED*/
+
sub_v3_v3v3(e1, v1, v0);
sub_v3_v3v3(e2, v2, v0);
@@ -543,11 +669,11 @@ int isect_ray_plane_v3(float p1[3], float d[3], float v0[3], float v1[3], float
sub_v3_v3v3(s, p1, v0);
- u = f * dot_v3v3(s, p);
+ /* u = f * dot_v3v3(s, p); */ /*UNUSED*/
cross_v3_v3v3(q, s, e1);
- v = f * dot_v3v3(d, q);
+ /* v = f * dot_v3v3(d, q); */ /*UNUSED*/
*lambda = f * dot_v3v3(e2, q);
if (clip && (*lambda < 0.0f)) return 0;
@@ -639,6 +765,48 @@ int isect_ray_tri_threshold_v3(const float p1[3], const float d[3], const float
return 1;
}
+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 short no_flip)
+{
+ float l_vec[3]; /* l1 -> l2 normalized vector */
+ float p_no[3]; /* 'plane_no' normalized */
+ float dot;
+
+ sub_v3_v3v3(l_vec, l2, l1);
+
+ normalize_v3(l_vec);
+ normalize_v3_v3(p_no, plane_no);
+
+ dot= dot_v3v3(l_vec, p_no);
+ if(dot == 0.0f) {
+ return 0;
+ }
+ else {
+ float l1_plane[3]; /* line point aligned with the plane */
+ float dist; /* 'plane_no' aligned distance to the 'plane_co' */
+
+ /* for pradictable flipping since the plane is only used to
+ * define a direction, ignore its flipping and aligned with 'l_vec' */
+ if(dot < 0.0f) {
+ dot= -dot;
+ negate_v3(p_no);
+ }
+
+ add_v3_v3v3(l1_plane, l1, p_no);
+
+ 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) {
+ dist= -dist;
+ }
+
+ mul_v3_fl(l_vec, dist / dot);
+
+ add_v3_v3v3(out, l1, l_vec);
+
+ return 1;
+ }
+}
/* Adapted from the paper by Kasper Fauerby */
/* "Improved Collision detection and Response" */
@@ -1074,16 +1242,22 @@ float closest_to_line_v2(float cp[2],const float p[2], const float l1[2], const
return lambda;
}
-#if 0
/* little sister we only need to know lambda */
-static float lambda_cp_line(float p[3], float l1[3], 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);
sub_v3_v3v3(h, p, l1);
return(dot_v3v3(u,h)/dot_v3v3(u,u));
}
-#endif
+
+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)
@@ -1768,6 +1942,80 @@ void interp_cubic_v3(float x[3], float v[3], const float x1[3], const float v1[3
v[2]= 3*a[2]*t2 + 2*b[2]*t + v1[2];
}
+/* unfortunately internal calculations have to be done at double precision to achieve correct/stable results. */
+
+#define IS_ZERO(x) ((x>(-DBL_EPSILON) && x<DBL_EPSILON) ? 1 : 0)
+
+/* Barycentric reverse */
+void resolve_tri_uv(float uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2])
+{
+ /* find UV such that
+ t= u*t0 + v*t1 + (1-u-v)*t2
+ u*(t0-t2) + v*(t1-t2)= t-t2 */
+ const double a= st0[0]-st2[0], b= st1[0]-st2[0];
+ const double c= st0[1]-st2[1], d= st1[1]-st2[1];
+ const double det= a*d - c*b;
+
+ if(IS_ZERO(det)==0) { /* det should never be zero since the determinant is the signed ST area of the triangle. */
+ const double x[]= {st[0]-st2[0], st[1]-st2[1]};
+
+ uv[0]= (float)((d*x[0] - b*x[1])/det);
+ uv[1]= (float)(((-c)*x[0] + a*x[1])/det);
+ } else zero_v2(uv);
+}
+
+/* bilinear reverse */
+void resolve_quad_uv(float uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2], const float st3[2])
+{
+ const double signed_area= (st0[0]*st1[1] - st0[1]*st1[0]) + (st1[0]*st2[1] - st1[1]*st2[0]) +
+ (st2[0]*st3[1] - st2[1]*st3[0]) + (st3[0]*st0[1] - st3[1]*st0[0]);
+
+ /* X is 2D cross product (determinant)
+ A= (p0-p) X (p0-p3)*/
+ const double a= (st0[0]-st[0])*(st0[1]-st3[1]) - (st0[1]-st[1])*(st0[0]-st3[0]);
+
+ /* B= ( (p0-p) X (p1-p2) + (p1-p) X (p0-p3) ) / 2 */
+ const double b= 0.5 * ( ((st0[0]-st[0])*(st1[1]-st2[1]) - (st0[1]-st[1])*(st1[0]-st2[0])) +
+ ((st1[0]-st[0])*(st0[1]-st3[1]) - (st1[1]-st[1])*(st0[0]-st3[0])) );
+
+ /* C = (p1-p) X (p1-p2) */
+ const double fC= (st1[0]-st[0])*(st1[1]-st2[1]) - (st1[1]-st[1])*(st1[0]-st2[0]);
+ const double denom= a - 2*b + fC;
+
+ // clear outputs
+ zero_v2(uv);
+
+ if(IS_ZERO(denom)!=0) {
+ const double fDen= a-fC;
+ if(IS_ZERO(fDen)==0)
+ uv[0]= (float)(a / fDen);
+ } else {
+ const double desc_sq= b*b - a*fC;
+ const double desc= sqrt(desc_sq<0.0?0.0:desc_sq);
+ const double s= signed_area>0 ? (-1.0) : 1.0;
+
+ uv[0]= (float)(( (a-b) + s * desc ) / denom);
+ }
+
+ /* find UV such that
+ fST = (1-u)(1-v)*ST0 + u*(1-v)*ST1 + u*v*ST2 + (1-u)*v*ST3 */
+ {
+ const double denom_s= (1-uv[0])*(st0[0]-st3[0]) + uv[0]*(st1[0]-st2[0]);
+ const double denom_t= (1-uv[0])*(st0[1]-st3[1]) + uv[0]*(st1[1]-st2[1]);
+ int i= 0; double denom= denom_s;
+
+ if(fabs(denom_s)<fabs(denom_t)) {
+ i= 1;
+ denom=denom_t;
+ }
+
+ if(IS_ZERO(denom)==0)
+ uv[1]= (float) (( (1-uv[0])*(st0[i]-st[i]) + uv[0]*(st1[i]-st[i]) ) / denom);
+ }
+}
+
+#undef IS_ZERO
+
/***************************** View & Projection *****************************/
void orthographic_m4(float matrix[][4], const float left, const float right, const float bottom, const float top, const float nearClip, const float farClip)