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Diffstat (limited to 'source/blender/freestyle/intern/geometry/GeomUtils.h')
-rwxr-xr-x | source/blender/freestyle/intern/geometry/GeomUtils.h | 310 |
1 files changed, 310 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/geometry/GeomUtils.h b/source/blender/freestyle/intern/geometry/GeomUtils.h new file mode 100755 index 00000000000..787376108e1 --- /dev/null +++ b/source/blender/freestyle/intern/geometry/GeomUtils.h @@ -0,0 +1,310 @@ +// +// Filename : GeomUtils.h +// Author(s) : Stephane Grabli +// Purpose : Various tools for geometry +// Date of creation : 12/04/2002 +// +/////////////////////////////////////////////////////////////////////////////// + + +// +// Copyright (C) : Please refer to the COPYRIGHT file distributed +// with this source distribution. +// +// 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +// +/////////////////////////////////////////////////////////////////////////////// + +#ifndef GEOMUTILS_H +# define GEOMUTILS_H + +# include <vector> +# include "../system/FreestyleConfig.h" +# include "Geom.h" + +using namespace std; +using namespace Geometry; + +namespace GeomUtils { + + // + // Templated procedures + // + ///////////////////////////////////////////////////////////////////////////// + + /*! Computes the distance from a point P to a segment AB */ + template<class T> + real distPointSegment( const T& P, const T& A , const T& B) { + T AB, AP, BP; + AB = B - A; + AP = P - A; + BP = P - B; + + real c1(AB * AP); + if (c1 <= 0) + return AP.norm(); + + real c2(AB * AB); + if (c2 <= c1) + return BP.norm(); + + real b = c1 / c2; + T Pb, PPb; + Pb = A + b * AB; + PPb = P - Pb; + + return PPb.norm(); + } + + // + // Non-templated procedures + // + ///////////////////////////////////////////////////////////////////////////// + + typedef enum { + DONT_INTERSECT, + DO_INTERSECT, + COLINEAR, + COINCIDENT + } intersection_test; + + LIB_GEOMETRY_EXPORT + intersection_test intersect2dSeg2dSeg(const Vec2r& p1, const Vec2r& p2, // first segment + const Vec2r& p3, const Vec2r& p4, // second segment + Vec2r& res); // found intersection point + + LIB_GEOMETRY_EXPORT + intersection_test intersect2dLine2dLine(const Vec2r& p1, const Vec2r& p2, // first segment + const Vec2r& p3, const Vec2r& p4, // second segment + Vec2r& res); // found intersection point + + LIB_GEOMETRY_EXPORT + intersection_test intersect2dSeg2dSegParametric(const Vec2r& p1, const Vec2r& p2, // first segment + const Vec2r& p3, const Vec2r& p4, // second segment + real& t, // I = P1 + t * P1P2) + real& u, // I = P3 + u * P3P4 + real epsilon = M_EPSILON); + + /*! check whether a 2D segment intersect a 2D region or not */ + LIB_GEOMETRY_EXPORT + bool intersect2dSeg2dArea(const Vec2r& min, + const Vec2r& max, + const Vec2r& A, + const Vec2r& B); + + /*! check whether a 2D segment is included in a 2D region or not */ + LIB_GEOMETRY_EXPORT + bool include2dSeg2dArea(const Vec2r& min, + const Vec2r& max, + const Vec2r& A, + const Vec2r& B); + + /*! Box-triangle overlap test, adapted from Tomas Akenine-Möller code */ + LIB_GEOMETRY_EXPORT + bool overlapTriangleBox(Vec3r& boxcenter, + Vec3r& boxhalfsize, + Vec3r triverts[3]); + + /*! Fast, Minimum Storage Ray-Triangle Intersection, + * adapted from Tomas Möller and Ben Trumbore code. + */ + LIB_GEOMETRY_EXPORT + bool intersectRayTriangle(Vec3r& orig, Vec3r& dir, + Vec3r& v0, Vec3r& v1, Vec3r& v2, + real& t, // I = orig + t * dir + real& u, real& v, // I = (1-u-v)*v0+u*v1+v*v2 + real epsilon = M_EPSILON); // the epsilon to use + + /*! Intersection between plane and ray + * adapted from Graphics Gems, Didier Badouel + */ + LIB_GEOMETRY_EXPORT + intersection_test intersectRayPlane(Vec3r& orig, Vec3r& dir, // ray origin and direction + Vec3r& norm, real d, // plane's normal and offset (plane = { P / P.N + d = 0 }) + real& t, // I = orig + t * dir + real epsilon = M_EPSILON); // the epsilon to use + + /*! Intersection Ray-Bounding box (axis aligned). + * Adapted from Williams et al, "An Efficient Robust Ray-Box Intersection Algorithm", + * JGT 10:1 (2005), pp. 49-54. + * Returns + */ + LIB_GEOMETRY_EXPORT + bool intersectRayBBox(const Vec3r& orig, const Vec3r& dir, // ray origin and direction + const Vec3r& boxMin, const Vec3r& boxMax, // the bbox + real t0, real t1, // the interval in which at least on of the intersections must happen + real& tmin, real& tmax, // Imin=orig+tmin*dir is the first intersection, Imax=orig+tmax*dir is the second intersection + real epsilon = M_EPSILON); // the epsilon to use + + + /*! Checks whether 3D point P lies inside or outside of the triangle ABC */ + LIB_GEOMETRY_EXPORT + bool includePointTriangle(Vec3r& P, + Vec3r& A, + Vec3r& B, + Vec3r& C); + + LIB_GEOMETRY_EXPORT + void transformVertex(const Vec3r& vert, + const Matrix44r& matrix, + Vec3r& res); + + LIB_GEOMETRY_EXPORT + void transformVertices(const vector<Vec3r>& vertices, + const Matrix44r& trans, + vector<Vec3r>& res); + + LIB_GEOMETRY_EXPORT + Vec3r rotateVector(const Matrix44r& mat, const Vec3r& v); + + // + // Coordinates systems changing procedures + // + ///////////////////////////////////////////////////////////////////////////// + + /*! From world to image + * p + * point's coordinates expressed in world coordinates system + * q + * vector in which the result will be stored + * model_view_matrix + * The model view matrix expressed in line major order (OpenGL + * matrices are column major ordered) + * projection_matrix + * The projection matrix expressed in line major order (OpenGL + * matrices are column major ordered) + * viewport + * The viewport: x,y coordinates followed by width and height (OpenGL like viewport) + */ + LIB_GEOMETRY_EXPORT + void fromWorldToImage(const Vec3r& p, + Vec3r& q, + const real model_view_matrix[4][4], + const real projection_matrix[4][4], + const int viewport[4]); + + /*! From world to image + * p + * point's coordinates expressed in world coordinates system + * q + * vector in which the result will be stored + * transform + * The transformation matrix (gathering model view and projection), + * expressed in line major order (OpenGL matrices are column major ordered) + * viewport + * The viewport: x,y coordinates followed by width and height (OpenGL like viewport) + */ + LIB_GEOMETRY_EXPORT + void fromWorldToImage(const Vec3r& p, + Vec3r& q, + const real transform[4][4], + const int viewport[4]); + + /*! Projects from world coordinates to camera coordinates + * Returns the point's coordinates expressed in the camera's + * coordinates system. + * p + * point's coordinates expressed in world coordinates system + * q + * vector in which the result will be stored + * model_view_matrix + * The model view matrix expressed in line major order (OpenGL + * matrices are column major ordered) + */ + LIB_GEOMETRY_EXPORT + void fromWorldToCamera(const Vec3r& p, + Vec3r& q, + const real model_view_matrix[4][4]); + + /*! Projects from World Coordinates to retina coordinates + * Returns the point's coordinates expressed in Retina system. + * p + * point's coordinates expressed in camera system + * q + * vector in which the result will be stored + * projection_matrix + * The projection matrix expressed in line major order (OpenGL + * matrices are column major ordered) + */ + LIB_GEOMETRY_EXPORT + void fromCameraToRetina(const Vec3r& p, + Vec3r& q, + const real projection_matrix[4][4]); + + /*! From retina to image. + * Returns the coordinates expressed in Image coorinates system. + * p + * point's coordinates expressed in retina system + * q + * vector in which the result will be stored + * viewport + * The viewport: x,y coordinates followed by width and height (OpenGL like viewport). + */ + LIB_GEOMETRY_EXPORT + void fromRetinaToImage(const Vec3r& p, + Vec3r& q, + const int viewport[4]); + + /*! From image to retina + * p + * point's coordinates expressed in image system + * q + * vector in which the result will be stored + * viewport + * The viewport: x,y coordinates followed by width and height (OpenGL like viewport). + */ + LIB_GEOMETRY_EXPORT + void fromImageToRetina(const Vec3r& p, + Vec3r& q, + const int viewport[4]); + + /*! computes the coordinates of q in the camera coordinates system, + * using the known z coordinates of the 3D point. + * That means that this method does not inverse any matrices, + * it only computes X and Y from x,y and Z) + * p + * point's coordinates expressed in retina system + * q + * vector in which the result will be stored + * projection_matrix + * The projection matrix expressed in line major order (OpenGL + * matrices are column major ordered) + + */ + LIB_GEOMETRY_EXPORT + void fromRetinaToCamera(const Vec3r& p, + Vec3r& q, + real z, + const real projection_matrix[4][4]); + + /*! Projects from camera coordinates to world coordinates + * Returns the point's coordinates expressed in the world's + * coordinates system. + * p + * point's coordinates expressed in the camera coordinates system + * q + * vector in which the result will be stored + * model_view_matrix + * The model view matrix expressed in line major order (OpenGL + * matrices are column major ordered) + */ + LIB_GEOMETRY_EXPORT + void fromCameraToWorld(const Vec3r& p, + Vec3r& q, + const real model_view_matrix[4][4]); + +} // end of namespace GeomUtils + +#endif // GEOMUTILS_H |