diff options
Diffstat (limited to 'source/blender/blenlib/intern/math_geom.c')
-rw-r--r-- | source/blender/blenlib/intern/math_geom.c | 65 |
1 files changed, 65 insertions, 0 deletions
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c index 7329a1177a8..aebe030cd31 100644 --- a/source/blender/blenlib/intern/math_geom.c +++ b/source/blender/blenlib/intern/math_geom.c @@ -2487,6 +2487,71 @@ void interp_weights_face_v3(float w[4], const float v1[3], const float v2[3], co } } +void interp_weights_face_v3_index(int tri[3], float w[4], const float v1[3], const float v2[3], const float v3[3], const float v4[3], const float co[3]) +{ + float w2[3]; + + w[0] = w[1] = w[2] = w[3] = 0.0f; + tri[0] = tri[1] = tri[2] = -1; + + /* first check for exact match */ + if (equals_v3v3(co, v1)) { + w[0] = 1.0f; + tri[0] = 0; tri[1] = 1; tri[2] = 3; + } + else if (equals_v3v3(co, v2)) { + w[1] = 1.0f; + tri[0] = 0; tri[1] = 1; tri[2] = 3; + } + else if (equals_v3v3(co, v3)) { + w[2] = 1.0f; + tri[0] = 1; tri[1] = 2; tri[2] = 3; + } + else if (v4 && equals_v3v3(co, v4)) { + w[3] = 1.0f; + tri[0] = 1; tri[1] = 2; tri[2] = 3; + } + else { + /* otherwise compute barycentric interpolation weights */ + float n1[3], n2[3], n[3]; + bool degenerate; + + sub_v3_v3v3(n1, v1, v3); + if (v4) { + sub_v3_v3v3(n2, v2, v4); + } + else { + sub_v3_v3v3(n2, v2, v3); + } + cross_v3_v3v3(n, n1, n2); + + /* OpenGL seems to split this way, so we do too */ + if (v4) { + degenerate = barycentric_weights(v1, v2, v4, co, n, w); + SWAP(float, w[2], w[3]); + tri[0] = 0; tri[1] = 1; tri[2] = 3; + + if (degenerate || (w[0] < 0.0f)) { + /* if w[1] is negative, co is on the other side of the v1-v3 edge, + * so we interpolate using the other triangle */ + degenerate = barycentric_weights(v2, v3, v4, co, n, w2); + + if (!degenerate) { + w[0] = 0.0f; + w[1] = w2[0]; + w[2] = w2[1]; + w[3] = w2[2]; + tri[0] = 1; tri[1] = 2; tri[2] = 3; + } + } + } + else { + barycentric_weights(v1, v2, v3, co, n, w); + tri[0] = 0; tri[1] = 1; tri[2] = 2; + } + } +} + /* return 1 of point is inside triangle, 2 if it's on the edge, 0 if point is outside of triangle */ int barycentric_inside_triangle_v2(const float w[3]) { |