/* SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once /** \file * \ingroup bli * \brief Math vector functions needed specifically for mesh intersect and boolean. */ #include "BLI_math_vec_types.hh" #ifdef WITH_GMP # include "BLI_math_mpq.hh" # include "BLI_math_vec_mpq_types.hh" #endif namespace blender { /** * #orient2d gives the exact result, using multi-precision arithmetic when result * is close to zero. orient3d_fast just uses double arithmetic, so may be * wrong if the answer is very close to zero. * Similarly, for #incircle and #incircle_fast. */ int orient2d(const double2 &a, const double2 &b, const double2 &c); int orient2d_fast(const double2 &a, const double2 &b, const double2 &c); int incircle(const double2 &a, const double2 &b, const double2 &c, const double2 &d); int incircle_fast(const double2 &a, const double2 &b, const double2 &c, const double2 &d); /** * #orient3d gives the exact result, using multi-precision arithmetic when result * is close to zero. orient3d_fast just uses double arithmetic, so may be * wrong if the answer is very close to zero. * Similarly, for #insphere and #insphere_fast. */ int orient3d(const double3 &a, const double3 &b, const double3 &c, const double3 &d); int orient3d_fast(const double3 &a, const double3 &b, const double3 &c, const double3 &d); int insphere( const double3 &a, const double3 &b, const double3 &c, const double3 &d, const double3 &e); int insphere_fast( const double3 &a, const double3 &b, const double3 &c, const double3 &d, const double3 &e); #ifdef WITH_GMP /** * Return +1 if a, b, c are in CCW order around a circle in the plane. * Return -1 if they are in CW order, and 0 if they are in line. */ int orient2d(const mpq2 &a, const mpq2 &b, const mpq2 &c); /** * Return +1 if d is in the oriented circle through a, b, and c. * The oriented circle goes CCW through a, b, and c. * Return -1 if d is outside, and 0 if it is on the circle. */ int incircle(const mpq2 &a, const mpq2 &b, const mpq2 &c, const mpq2 &d); /** * Return +1 if d is below the plane containing a, b, c (which appear * CCW when viewed from above the plane). * Return -1 if d is above the plane. * Return 0 if it is on the plane. */ int orient3d(const mpq3 &a, const mpq3 &b, const mpq3 &c, const mpq3 &d); #endif } // namespace blender