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Diffstat (limited to 'source/blender/freestyle/intern/geometry/GeomUtils.cpp')
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diff --git a/source/blender/freestyle/intern/geometry/GeomUtils.cpp b/source/blender/freestyle/intern/geometry/GeomUtils.cpp
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+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2010 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/freestyle/intern/geometry/GeomUtils.cpp
+ * \ingroup freestyle
+ * \brief Various tools for geometry
+ * \author Stephane Grabli
+ * \date 12/04/2002
+ */
+
+#include "GeomUtils.h"
+
+namespace GeomUtils {
+
+// This internal procedure is defined below.
+bool intersect2dSegPoly(Vec2r* seg, Vec2r* poly, unsigned n);
+
+bool intersect2dSeg2dArea(const Vec2r& min, const Vec2r& max, const Vec2r& A, const Vec2r& B)
+{
+ Vec2r seg[2];
+ seg[0] = A;
+ seg[1] = B;
+
+ Vec2r poly[5];
+ poly[0][0] = min[0];
+ poly[0][1] = min[1];
+ poly[1][0] = max[0];
+ poly[1][1] = min[1];
+ poly[2][0] = max[0];
+ poly[2][1] = max[1];
+ poly[3][0] = min[0];
+ poly[3][1] = max[1];
+ poly[4][0] = min[0];
+ poly[4][1] = min[1];
+
+ return intersect2dSegPoly(seg, poly, 4);
+}
+
+bool include2dSeg2dArea(const Vec2r& min, const Vec2r& max, const Vec2r& A, const Vec2r& B)
+{
+ if ((((max[0] > A[0]) && (A[0] > min[0])) && ((max[0] > B[0]) && (B[0] > min[0]))) &&
+ (((max[1] > A[1]) && (A[1] > min[1])) && ((max[1] > B[1]) && (B[1] > min[1]))))
+ return true;
+ return false;
+}
+
+intersection_test intersect2dSeg2dSeg(const Vec2r& p1, const Vec2r& p2, const Vec2r& p3, const Vec2r& p4, Vec2r& res)
+{
+ real a1, a2, b1, b2, c1, c2; // Coefficients of line eqns
+ real r1, r2, r3, r4; // 'Sign' values
+ real denom, num; // Intermediate values
+
+ // Compute a1, b1, c1, where line joining points p1 and p2 is "a1 x + b1 y + c1 = 0".
+ a1 = p2[1] - p1[1];
+ b1 = p1[0] - p2[0];
+ c1 = p2[0] * p1[1] - p1[0] * p2[1];
+
+ // Compute r3 and r4.
+ r3 = a1 * p3[0] + b1 * p3[1] + c1;
+ r4 = a1 * p4[0] + b1 * p4[1] + c1;
+
+ // Check signs of r3 and r4. If both point 3 and point 4 lie on same side of line 1,
+ // the line segments do not intersect.
+ if ( r3 != 0 && r4 != 0 && r3 * r4 > 0.0)
+ return (DONT_INTERSECT);
+
+ // Compute a2, b2, c2
+ a2 = p4[1] - p3[1];
+ b2 = p3[0] - p4[0];
+ c2 = p4[0] * p3[1] - p3[0] * p4[1];
+
+ // Compute r1 and r2
+ r1 = a2 * p1[0] + b2 * p1[1] + c2;
+ r2 = a2 * p2[0] + b2 * p2[1] + c2;
+
+ // Check signs of r1 and r2. If both point 1 and point 2 lie on same side of second line segment,
+ // the line segments do not intersect.
+ if (r1 != 0 && r2 != 0 && r1 * r2 > 0.0)
+ return (DONT_INTERSECT);
+
+ // Line segments intersect: compute intersection point.
+ denom = a1 * b2 - a2 * b1;
+ if (fabs(denom) < M_EPSILON)
+ return (COLINEAR);
+
+ num = b1 * c2 - b2 * c1;
+ res[0] = num / denom;
+
+ num = a2 * c1 - a1 * c2;
+ res[1] = num / denom;
+
+ return (DO_INTERSECT);
+}
+
+intersection_test intersect2dLine2dLine(const Vec2r& p1, const Vec2r& p2, const Vec2r& p3, const Vec2r& p4, Vec2r& res)
+{
+ real a1, a2, b1, b2, c1, c2; // Coefficients of line eqns
+ real denom, num; // Intermediate values
+
+ // Compute a1, b1, c1, where line joining points p1 and p2 is "a1 x + b1 y + c1 = 0".
+ a1 = p2[1] - p1[1];
+ b1 = p1[0] - p2[0];
+ c1 = p2[0] * p1[1] - p1[0] * p2[1];
+
+ // Compute a2, b2, c2
+ a2 = p4[1] - p3[1];
+ b2 = p3[0] - p4[0];
+ c2 = p4[0] * p3[1] - p3[0] * p4[1];
+
+ // Line segments intersect: compute intersection point.
+ denom = a1 * b2 - a2 * b1;
+ if (fabs(denom) < M_EPSILON)
+ return (COLINEAR);
+
+ num = b1 * c2 - b2 * c1;
+ res[0] = num / denom;
+
+ num = a2 * c1 - a1 * c2;
+ res[1] = num / denom;
+
+ return (DO_INTERSECT);
+}
+
+intersection_test intersect2dSeg2dSegParametric(const Vec2r& p1, const Vec2r& p2, const Vec2r& p3, const Vec2r& p4,
+ real& t, real& u, real epsilon)
+{
+ real a1, a2, b1, b2, c1, c2; // Coefficients of line eqns
+ real r1, r2, r3, r4; // 'Sign' values
+ real denom, num; // Intermediate values
+
+ // Compute a1, b1, c1, where line joining points p1 and p2 is "a1 x + b1 y + c1 = 0".
+ a1 = p2[1] - p1[1];
+ b1 = p1[0] - p2[0];
+ c1 = p2[0] * p1[1] - p1[0] * p2[1];
+
+ // Compute r3 and r4.
+ r3 = a1 * p3[0] + b1 * p3[1] + c1;
+ r4 = a1 * p4[0] + b1 * p4[1] + c1;
+
+ // Check signs of r3 and r4. If both point 3 and point 4 lie on same side of line 1,
+ // the line segments do not intersect.
+ if (r3 != 0 && r4 != 0 && r3 * r4 > 0.0)
+ return (DONT_INTERSECT);
+
+ // Compute a2, b2, c2
+ a2 = p4[1] - p3[1];
+ b2 = p3[0] - p4[0];
+ c2 = p4[0] * p3[1] - p3[0] * p4[1];
+
+ // Compute r1 and r2
+ r1 = a2 * p1[0] + b2 * p1[1] + c2;
+ r2 = a2 * p2[0] + b2 * p2[1] + c2;
+
+ // Check signs of r1 and r2. If both point 1 and point 2 lie on same side of second line segment,
+ // the line segments do not intersect.
+ if (r1 != 0 && r2 != 0 && r1 * r2 > 0.0)
+ return (DONT_INTERSECT);
+
+ // Line segments intersect: compute intersection point.
+ denom = a1 * b2 - a2 * b1;
+ if (fabs(denom) < epsilon)
+ return (COLINEAR);
+
+ real d1, e1;
+
+ d1 = p1[1] - p3[1];
+ e1 = p1[0] - p3[0];
+
+ num = -b2 * d1 - a2 * e1;
+ t = num / denom;
+
+ num = -b1 * d1 - a1 * e1;
+ u = num / denom;
+
+ return (DO_INTERSECT);
+}
+
+// AABB-triangle overlap test code by Tomas Akenine-Möller
+// Function: int triBoxOverlap(real boxcenter[3], real boxhalfsize[3],real triverts[3][3]);
+// History:
+// 2001-03-05: released the code in its first version
+// 2001-06-18: changed the order of the tests, faster
+//
+// Acknowledgement: Many thanks to Pierre Terdiman for suggestions and discussions on how to optimize code.
+// Thanks to David Hunt for finding a ">="-bug!
+
+#define X 0
+#define Y 1
+#define Z 2
+
+#define FINDMINMAX(x0, x1, x2, min, max) \
+ { \
+ min = max = x0; \
+ if (x1 < min) \
+ min = x1; \
+ if (x1 > max) \
+ max = x1; \
+ if (x2 < min) \
+ min = x2; \
+ if (x2 > max) \
+ max = x2; \
+ } (void)0
+
+//======================== X-tests ========================//
+#define AXISTEST_X01(a, b, fa, fb) \
+ { \
+ p0 = a * v0[Y] - b * v0[Z]; \
+ p2 = a * v2[Y] - b * v2[Z]; \
+ if (p0 < p2) { \
+ min = p0; \
+ max = p2; \
+ } \
+ else { \
+ min = p2; \
+ max = p0; \
+ } \
+ rad = fa * boxhalfsize[Y] + fb * boxhalfsize[Z]; \
+ if (min > rad || max < -rad) \
+ return 0; \
+ } (void)0
+
+#define AXISTEST_X2(a, b, fa, fb) \
+ { \
+ p0 = a * v0[Y] - b * v0[Z]; \
+ p1 = a * v1[Y] - b * v1[Z]; \
+ if (p0 < p1) { \
+ min = p0; \
+ max = p1; \
+ } \
+ else { \
+ min = p1; \
+ max = p0; \
+ } \
+ rad = fa * boxhalfsize[Y] + fb * boxhalfsize[Z]; \
+ if (min > rad || max < -rad) \
+ return 0; \
+ } (void)0
+
+//======================== Y-tests ========================//
+#define AXISTEST_Y02(a, b, fa, fb) \
+ { \
+ p0 = -a * v0[X] + b * v0[Z]; \
+ p2 = -a * v2[X] + b * v2[Z]; \
+ if (p0 < p2) { \
+ min = p0; \
+ max = p2; \
+ } \
+ else { \
+ min = p2; \
+ max = p0; \
+ } \
+ rad = fa * boxhalfsize[X] + fb * boxhalfsize[Z]; \
+ if (min > rad || max < -rad) \
+ return 0; \
+ } (void)0
+
+#define AXISTEST_Y1(a, b, fa, fb) \
+ { \
+ p0 = -a * v0[X] + b * v0[Z]; \
+ p1 = -a * v1[X] + b * v1[Z]; \
+ if (p0 < p1) { \
+ min = p0; \
+ max = p1; \
+ } \
+ else { \
+ min = p1; \
+ max = p0; \
+ } \
+ rad = fa * boxhalfsize[X] + fb * boxhalfsize[Z]; \
+ if (min > rad || max < -rad) \
+ return 0; \
+ } (void)0
+
+//======================== Z-tests ========================//
+#define AXISTEST_Z12(a, b, fa, fb) \
+ { \
+ p1 = a * v1[X] - b * v1[Y]; \
+ p2 = a * v2[X] - b * v2[Y]; \
+ if (p2 < p1) { \
+ min = p2; \
+ max = p1; \
+ } \
+ else { \
+ min = p1; \
+ max = p2; \
+ } \
+ rad = fa * boxhalfsize[X] + fb * boxhalfsize[Y]; \
+ if (min > rad || max < -rad) \
+ return 0; \
+ } (void)0
+
+#define AXISTEST_Z0(a, b, fa, fb) \
+ { \
+ p0 = a * v0[X] - b * v0[Y]; \
+ p1 = a * v1[X] - b * v1[Y]; \
+ if (p0 < p1) { \
+ min = p0; \
+ max = p1; \
+ } \
+ else { \
+ min = p1; \
+ max = p0; \
+ } \
+ rad = fa * boxhalfsize[X] + fb * boxhalfsize[Y]; \
+ if (min > rad || max < -rad) \
+ return 0; \
+ } (void)0
+
+// This internal procedure is defined below.
+bool overlapPlaneBox(Vec3r& normal, real d, Vec3r& maxbox);
+
+// Use separating axis theorem to test overlap between triangle and box need to test for overlap in these directions:
+// 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle we do not even need to test these)
+// 2) normal of the triangle
+// 3) crossproduct(edge from tri, {x,y,z}-directin) this gives 3x3=9 more tests
+bool overlapTriangleBox(Vec3r& boxcenter, Vec3r& boxhalfsize, Vec3r triverts[3])
+{
+ Vec3r v0, v1, v2, normal, e0, e1, e2;
+ real min, max, d, p0, p1, p2, rad, fex, fey, fez;
+
+ // This is the fastest branch on Sun
+ // move everything so that the boxcenter is in (0, 0, 0)
+ v0 = triverts[0] - boxcenter;
+ v1 = triverts[1] - boxcenter;
+ v2 = triverts[2] - boxcenter;
+
+ // compute triangle edges
+ e0 = v1 - v0;
+ e1 = v2 - v1;
+ e2 = v0 - v2;
+
+ // Bullet 3:
+ // Do the 9 tests first (this was faster)
+ fex = fabs(e0[X]);
+ fey = fabs(e0[Y]);
+ fez = fabs(e0[Z]);
+ AXISTEST_X01(e0[Z], e0[Y], fez, fey);
+ AXISTEST_Y02(e0[Z], e0[X], fez, fex);
+ AXISTEST_Z12(e0[Y], e0[X], fey, fex);
+
+ fex = fabs(e1[X]);
+ fey = fabs(e1[Y]);
+ fez = fabs(e1[Z]);
+ AXISTEST_X01(e1[Z], e1[Y], fez, fey);
+ AXISTEST_Y02(e1[Z], e1[X], fez, fex);
+ AXISTEST_Z0(e1[Y], e1[X], fey, fex);
+
+ fex = fabs(e2[X]);
+ fey = fabs(e2[Y]);
+ fez = fabs(e2[Z]);
+ AXISTEST_X2(e2[Z], e2[Y], fez, fey);
+ AXISTEST_Y1(e2[Z], e2[X], fez, fex);
+ AXISTEST_Z12(e2[Y], e2[X], fey, fex);
+
+ // Bullet 1:
+ // first test overlap in the {x,y,z}-directions
+ // find min, max of the triangle each direction, and test for overlap in that direction -- this is equivalent
+ // to testing a minimal AABB around the triangle against the AABB
+
+ // test in X-direction
+ FINDMINMAX(v0[X], v1[X], v2[X], min, max);
+ if (min > boxhalfsize[X] || max < -boxhalfsize[X])
+ return false;
+
+ // test in Y-direction
+ FINDMINMAX(v0[Y], v1[Y], v2[Y], min, max);
+ if (min > boxhalfsize[Y] || max < -boxhalfsize[Y])
+ return false;
+
+ // test in Z-direction
+ FINDMINMAX(v0[Z], v1[Z], v2[Z], min, max);
+ if (min > boxhalfsize[Z] || max < -boxhalfsize[Z])
+ return false;
+
+ // Bullet 2:
+ // test if the box intersects the plane of the triangle
+ // compute plane equation of triangle: normal * x + d = 0
+ normal = e0 ^ e1;
+ d = -(normal * v0); // plane eq: normal.x + d = 0
+ if (!overlapPlaneBox(normal, d, boxhalfsize))
+ return false;
+
+ return true; // box and triangle overlaps
+}
+
+// Fast, Minimum Storage Ray-Triangle Intersection
+//
+// Tomas Möller
+// Prosolvia Clarus AB
+// Sweden
+// tompa@clarus.se
+//
+// Ben Trumbore
+// Cornell University
+// Ithaca, New York
+// wbt@graphics.cornell.edu
+bool intersectRayTriangle(const Vec3r& orig, const Vec3r& dir, const Vec3r& v0, const Vec3r& v1, const Vec3r& v2,
+ real& t, real& u, real& v, const real epsilon)
+{
+ Vec3r edge1, edge2, tvec, pvec, qvec;
+ real det, inv_det;
+
+ // find vectors for two edges sharing v0
+ edge1 = v1 - v0;
+ edge2 = v2 - v0;
+
+ // begin calculating determinant - also used to calculate U parameter
+ pvec = dir ^ edge2;
+
+ // if determinant is near zero, ray lies in plane of triangle
+ det = edge1 * pvec;
+
+ // calculate distance from v0 to ray origin
+ tvec = orig - v0;
+ inv_det = 1.0 / det;
+
+ qvec = tvec ^ edge1;
+
+ if (det > epsilon) {
+ u = tvec * pvec;
+ if (u < 0.0 || u > det)
+ return false;
+
+ // calculate V parameter and test bounds
+ v = dir * qvec;
+ if (v < 0.0 || u + v > det)
+ return false;
+ }
+ else if (det < -epsilon) {
+ // calculate U parameter and test bounds
+ u = tvec * pvec;
+ if (u > 0.0 || u < det)
+ return false;
+
+ // calculate V parameter and test bounds
+ v = dir * qvec;
+ if (v > 0.0 || u + v < det)
+ return false;
+ }
+ else {
+ return false; // ray is parallell to the plane of the triangle
+ }
+
+ u *= inv_det;
+ v *= inv_det;
+ t = (edge2 * qvec) * inv_det;
+
+ return true;
+}
+
+// Intersection between plane and ray, adapted from Graphics Gems, Didier Badouel
+intersection_test intersectRayPlane(const Vec3r& orig, const Vec3r& dir, const Vec3r& norm, const real d,
+ real& t, const real epsilon)
+{
+ real denom = norm * dir;
+
+ if (fabs(denom) <= epsilon) { // plane and ray are parallel
+ if (fabs((norm * orig) + d) <= epsilon)
+ return COINCIDENT; // plane and ray are coincident
+ else
+ return COLINEAR;
+ }
+
+ t = -(d + (norm * orig)) / denom;
+
+ if (t < 0.0f)
+ return DONT_INTERSECT;
+
+ return DO_INTERSECT;
+}
+
+bool intersectRayBBox(const Vec3r& orig, const Vec3r& dir, // ray origin and direction
+ const Vec3r& boxMin, const Vec3r& boxMax, // the bbox
+ real t0, real t1,
+ real& tmin, // I0 = orig + tmin * dir is the first intersection
+ real& tmax, // I1 = orig + tmax * dir is the second intersection
+ real epsilon)
+{
+ float tymin, tymax, tzmin, tzmax;
+ Vec3r inv_direction(1.0 / dir[0], 1.0 / dir[1], 1.0 / dir[2]);
+ int sign[3];
+ sign[0] = (inv_direction.x() < 0);
+ sign[1] = (inv_direction.y() < 0);
+ sign[2] = (inv_direction.z() < 0);
+
+ Vec3r bounds[2];
+ bounds[0] = boxMin;
+ bounds[1] = boxMax;
+
+ tmin = (bounds[sign[0]].x() - orig.x()) * inv_direction.x();
+ tmax = (bounds[1-sign[0]].x() - orig.x()) * inv_direction.x();
+ tymin = (bounds[sign[1]].y() - orig.y()) * inv_direction.y();
+ tymax = (bounds[1-sign[1]].y() - orig.y()) * inv_direction.y();
+ if ((tmin > tymax) || (tymin > tmax))
+ return false;
+ if (tymin > tmin)
+ tmin = tymin;
+ if (tymax < tmax)
+ tmax = tymax;
+ tzmin = (bounds[sign[2]].z() - orig.z()) * inv_direction.z();
+ tzmax = (bounds[1-sign[2]].z() - orig.z()) * inv_direction.z();
+ if ((tmin > tzmax) || (tzmin > tmax))
+ return false;
+ if (tzmin > tmin)
+ tmin = tzmin;
+ if (tzmax < tmax)
+ tmax = tzmax;
+ return ((tmin < t1) && (tmax > t0));
+}
+
+// Checks whether 3D points p lies inside or outside of the triangle ABC
+bool includePointTriangle(const Vec3r& P, const Vec3r& A, const Vec3r& B, const Vec3r& C)
+{
+ Vec3r AB(B - A);
+ Vec3r BC(C - B);
+ Vec3r CA(A - C);
+ Vec3r AP(P - A);
+ Vec3r BP(P - B);
+ Vec3r CP(P - C);
+
+ Vec3r N(AB ^ BC); // triangle's normal
+
+ N.normalize();
+
+ Vec3r J(AB ^ AP), K(BC ^ BP), L(CA ^ CP);
+ J.normalize();
+ K.normalize();
+ L.normalize();
+
+ if (J * N < 0)
+ return false; // on the right of AB
+
+ if (K * N < 0)
+ return false; // on the right of BC
+
+ if (L * N < 0)
+ return false; // on the right of CA
+
+ return true;
+}
+
+void transformVertex(const Vec3r& vert, const Matrix44r& matrix, Vec3r& res)
+{
+ HVec3r hvert(vert), res_tmp;
+ real scale;
+ for (unsigned int j = 0; j < 4; j++) {
+ scale = hvert[j];
+ for (unsigned int i = 0; i < 4; i++)
+ res_tmp[i] += matrix(i, j) * scale;
+ }
+
+ res[0] = res_tmp.x();
+ res[1] = res_tmp.y();
+ res[2] = res_tmp.z();
+}
+
+void transformVertices(const vector<Vec3r>& vertices, const Matrix44r& trans, vector<Vec3r>& res)
+{
+ for (vector<Vec3r>::const_iterator v = vertices.begin(); v != vertices.end(); v++) {
+ Vec3r *res_tmp = new Vec3r;
+ transformVertex(*v, trans, *res_tmp);
+ res.push_back(*res_tmp);
+ }
+}
+
+Vec3r rotateVector(const Matrix44r& mat, const Vec3r& v) {
+ Vec3r res;
+ for (unsigned int i = 0; i < 3; i++) {
+ res[i] = 0;
+ for (unsigned int j = 0; j < 3; j++)
+ res[i] += mat(i, j) * v[j];
+ }
+ res.normalize();
+ return res;
+}
+
+// This internal procedure is defined below.
+void fromCoordAToCoordB(const Vec3r& p, Vec3r& q, const real transform[4][4]);
+
+void fromWorldToCamera(const Vec3r& p, Vec3r& q, const real model_view_matrix[4][4])
+{
+ fromCoordAToCoordB(p, q, model_view_matrix);
+}
+
+void fromCameraToRetina(const Vec3r& p, Vec3r& q, const real projection_matrix[4][4])
+{
+ fromCoordAToCoordB(p, q, projection_matrix);
+}
+
+void fromRetinaToImage(const Vec3r& p, Vec3r& q, const int viewport[4])
+{
+ // winX:
+ q[0] = viewport[0] + viewport[2] * (p[0] + 1.0) / 2.0;
+
+ // winY:
+ q[1] = viewport[1] + viewport[3] * (p[1] + 1.0) / 2.0;
+
+ // winZ:
+ q[2] = (p[2] + 1.0) / 2.0;
+}
+
+void fromWorldToImage(const Vec3r& p, Vec3r& q, const real model_view_matrix[4][4],
+ const real projection_matrix[4][4], const int viewport[4])
+{
+ Vec3r p1, p2;
+ fromWorldToCamera(p, p1, model_view_matrix);
+ fromCameraToRetina(p1, p2, projection_matrix);
+ fromRetinaToImage(p2, q, viewport);
+ q[2] = p1[2];
+}
+
+void fromWorldToImage(const Vec3r& p, Vec3r& q, const real transform[4][4], const int viewport[4])
+{
+ fromCoordAToCoordB(p, q, transform);
+
+ // winX:
+ q[0] = viewport[0] + viewport[2] * (q[0] + 1.0) / 2.0;
+
+ //winY:
+ q[1] = viewport[1] + viewport[3] * (q[1] + 1.0) / 2.0;
+}
+
+void fromImageToRetina(const Vec3r& p, Vec3r& q, const int viewport[4])
+{
+ q = p;
+ q[0] = 2.0 * (q[0] - viewport[0]) / viewport[2] - 1.0;
+ q[1] = 2.0 * (q[1] - viewport[1]) / viewport[3] - 1.0;
+}
+
+void fromRetinaToCamera(const Vec3r& p, Vec3r& q, real focal, const real projection_matrix[4][4])
+{
+ if (projection_matrix[3][3] == 0.0) { // perspective
+ q[0] = (-p[0] * focal) / projection_matrix[0][0];
+ q[1] = (-p[1] * focal) / projection_matrix[1][1];
+ q[2] = focal;
+ }
+ else { // orthogonal
+ q[0] = p[0] / projection_matrix[0][0];
+ q[1] = p[1] / projection_matrix[1][1];
+ q[2] = focal;
+ }
+}
+
+void fromCameraToWorld(const Vec3r& p, Vec3r& q, const real model_view_matrix[4][4])
+{
+ real translation[3] = {
+ model_view_matrix[0][3],
+ model_view_matrix[1][3],
+ model_view_matrix[2][3]
+ };
+ for (unsigned short i = 0; i < 3; i++) {
+ q[i] = 0.0;
+ for (unsigned short j = 0; j < 3; j++)
+ q[i] += model_view_matrix[j][i] * (p[j] - translation[j]);
+ }
+}
+
+
+//
+// Internal code
+//
+/////////////////////////////////////////////////////////////////////////////
+
+// Copyright 2001, softSurfer (www.softsurfer.com)
+// This code may be freely used and modified for any purpose providing that this copyright notice is included with it.
+// SoftSurfer makes no warranty for this code, and cannot be held liable for any real or imagined damage resulting
+// from its use.
+// Users of this code must verify correctness for their application.
+
+#define PERP(u, v) ((u)[0] * (v)[1] - (u)[1] * (v)[0]) // 2D perp product
+
+inline bool intersect2dSegPoly(Vec2r* seg, Vec2r* poly, unsigned n)
+{
+ if (seg[0] == seg[1])
+ return false;
+
+ real tE = 0; // the maximum entering segment parameter
+ real tL = 1; // the minimum leaving segment parameter
+ real t, N, D; // intersect parameter t = N / D
+ Vec2r dseg = seg[1] - seg[0]; // the segment direction vector
+ Vec2r e; // edge vector
+
+ for (unsigned int i = 0; i < n; i++) { // process polygon edge poly[i]poly[i+1]
+ e = poly[i+1] - poly[i];
+ N = PERP(e, seg[0] - poly[i]);
+ D = -PERP(e, dseg);
+ if (fabs(D) < M_EPSILON) {
+ if (N < 0)
+ return false;
+ else
+ continue;
+ }
+
+ t = N / D;
+ if (D < 0) { // segment seg is entering across this edge
+ if (t > tE) { // new max tE
+ tE = t;
+ if (tE > tL) // seg enters after leaving polygon
+ return false;
+ }
+ }
+ else { // segment seg is leaving across this edge
+ if (t < tL) { // new min tL
+ tL = t;
+ if (tL < tE) // seg leaves before entering polygon
+ return false;
+ }
+ }
+ }
+
+ // tE <= tL implies that there is a valid intersection subsegment
+ return true;
+}
+
+inline bool overlapPlaneBox(Vec3r& normal, real d, Vec3r& maxbox)
+{
+ Vec3r vmin, vmax;
+
+ for (unsigned int q = X; q <= Z; q++) {
+ if (normal[q] > 0.0f) {
+ vmin[q] = -maxbox[q];
+ vmax[q] = maxbox[q];
+ }
+ else {
+ vmin[q] = maxbox[q];
+ vmax[q] = -maxbox[q];
+ }
+ }
+ if ((normal * vmin) + d > 0.0f)
+ return false;
+ if ((normal * vmax) + d >= 0.0f)
+ return true;
+ return false;
+}
+
+inline void fromCoordAToCoordB(const Vec3r&p, Vec3r& q, const real transform[4][4])
+{
+ HVec3r hp(p);
+ HVec3r hq(0, 0, 0, 0);
+
+ for (unsigned int i = 0; i < 4; i++) {
+ for (unsigned int j = 0; j < 4; j++) {
+ hq[i] += transform[i][j] * hp[j];
+ }
+ }
+
+ if (hq[3] == 0) {
+ q = p;
+ return;
+ }
+
+ for (unsigned int k = 0; k < 3; k++)
+ q[k] = hq[k] / hq[3];
+}
+
+} // end of namespace GeomUtils