/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2001-2002 NaN Holding BV. All rights reserved. */ #pragma once /** \file * \ingroup bli */ #include "BLI_compiler_attrs.h" #include "BLI_math_inline.h" #ifdef BLI_MATH_GCC_WARN_PRAGMA # pragma GCC diagnostic push # pragma GCC diagnostic ignored "-Wredundant-decls" #endif #ifdef __cplusplus extern "C" { #endif /* -------------------------------------------------------------------- */ /** \name Polygons * \{ */ float normal_tri_v3(float n[3], const float v1[3], const float v2[3], const float v3[3]); float normal_quad_v3( float n[3], const float v1[3], const float v2[3], const float v3[3], const float v4[3]); /** * Computes the normal of a planar polygon See Graphics Gems for computing newell normal. */ float normal_poly_v3(float n[3], const float verts[][3], unsigned int nr); MINLINE float area_tri_v2(const float v1[2], const float v2[2], const float v3[2]); MINLINE float area_squared_tri_v2(const float v1[2], const float v2[2], const float v3[2]); MINLINE float area_tri_signed_v2(const float v1[2], const float v2[2], const float v3[2]); /* Triangles */ float area_tri_v3(const float v1[3], const float v2[3], const float v3[3]); float area_squared_tri_v3(const float v1[3], const float v2[3], const float v3[3]); float area_tri_signed_v3(const float v1[3], const float v2[3], const float v3[3], const float normal[3]); float area_quad_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3]); float area_squared_quad_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3]); float area_poly_v3(const float verts[][3], unsigned int nr); float area_poly_v2(const float verts[][2], unsigned int nr); float area_squared_poly_v3(const float verts[][3], unsigned int nr); float area_squared_poly_v2(const float verts[][2], unsigned int nr); float area_poly_signed_v2(const float verts[][2], unsigned int nr); float cotangent_tri_weight_v3(const float v1[3], const float v2[3], const float v3[3]); void cross_tri_v3(float n[3], const float v1[3], const float v2[3], const float v3[3]); MINLINE float cross_tri_v2(const float v1[2], const float v2[2], const float v3[2]); void cross_poly_v3(float n[3], const float verts[][3], unsigned int nr); /** * Scalar cross product of a 2d polygon. * * - equivalent to `area * 2` * - useful for checking polygon winding (a positive value is clockwise). */ float cross_poly_v2(const float verts[][2], unsigned int nr); /** \} */ /* -------------------------------------------------------------------- */ /** \name Planes * \{ */ /** * Calculate a plane from a point and a direction, * \note \a point_no isn't required to be normalized. */ void plane_from_point_normal_v3(float r_plane[4], const float plane_co[3], const float plane_no[3]); /** * Get a point and a direction from a plane. */ void plane_to_point_vector_v3(const float plane[4], float r_plane_co[3], float r_plane_no[3]); /** * Version of #plane_to_point_vector_v3 that gets a unit length vector. */ void plane_to_point_vector_v3_normalized(const float plane[4], float r_plane_co[3], float r_plane_no[3]); MINLINE float plane_point_side_v3(const float plane[4], const float co[3]); /** \} */ /* -------------------------------------------------------------------- */ /** \name Volume * \{ */ /** * The volume from a tetrahedron, points can be in any order */ float volume_tetrahedron_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3]); /** * The volume from a tetrahedron, normal pointing inside gives negative volume */ float volume_tetrahedron_signed_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3]); /** * The volume from a triangle that is made into a tetrahedron. * This uses a simplified formula where the tip of the tetrahedron is in the world origin. * Using this method, the total volume of a closed triangle mesh can be calculated. * Note that you need to divide the result by 6 to get the actual volume. */ float volume_tri_tetrahedron_signed_v3_6x(const float v1[3], const float v2[3], const float v3[3]); float volume_tri_tetrahedron_signed_v3(const float v1[3], const float v2[3], const float v3[3]); /** * Check if the edge is convex or concave * (depends on face winding) * Copied from BM_edge_is_convex(). */ bool is_edge_convex_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3]); /** * Evaluate if entire quad is a proper convex quad */ bool is_quad_convex_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3]); bool is_quad_convex_v2(const float v1[2], const float v2[2], const float v3[2], const float v4[2]); bool is_poly_convex_v2(const float verts[][2], unsigned int nr); /** * Check if either of the diagonals along this quad create flipped triangles * (normals pointing away from each other). * - (1 << 0): (v1-v3) is flipped. * - (1 << 1): (v2-v4) is flipped. */ int is_quad_flip_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3]); bool is_quad_flip_v3_first_third_fast(const float v1[3], const float v2[3], const float v3[3], const float v4[3]); bool is_quad_flip_v3_first_third_fast_with_normal(const float v1[3], const float v2[3], const float v3[3], const float v4[3], const float normal[3]); /** \} */ /* -------------------------------------------------------------------- */ /** \name Distance * \{ */ /** * Distance p to line v1-v2 using Hesse formula (NO LINE PIECE!) */ float dist_squared_to_line_v2(const float p[2], const float l1[2], const float l2[2]); float dist_to_line_v2(const float p[2], const float l1[2], const float l2[2]); /** * Distance p to line-piece v1-v2. */ float dist_squared_to_line_segment_v2(const float p[2], const float l1[2], const float l2[2]); float dist_to_line_segment_v2(const float p[2], const float l1[2], const float l2[2]); float dist_signed_squared_to_plane_v3(const float p[3], const float plane[4]); float dist_squared_to_plane_v3(const float p[3], const float plane[4]); /** * Return the signed distance from the point to the plane. */ float dist_signed_to_plane_v3(const float p[3], const float plane[4]); float dist_to_plane_v3(const float p[3], const float plane[4]); /* Plane3 versions. */ float dist_signed_squared_to_plane3_v3(const float p[3], const float plane[3]); float dist_squared_to_plane3_v3(const float p[3], const float plane[3]); float dist_signed_to_plane3_v3(const float p[3], const float plane[3]); float dist_to_plane3_v3(const float p[3], const float plane[3]); /** * Distance v1 to line-piece l1-l2 in 3D. */ float dist_squared_to_line_segment_v3(const float p[3], const float l1[3], const float l2[3]); float dist_to_line_segment_v3(const float p[3], const float l1[3], const float l2[3]); float dist_squared_to_line_v3(const float p[3], const float l1[3], const float l2[3]); float dist_to_line_v3(const float p[3], const float l1[3], const float l2[3]); /** * Check if \a p is inside the 2x planes defined by `(v1, v2, v3)` * where the 3x points define 2x planes. * * \param axis_ref: used when v1,v2,v3 form a line and to check if the corner is concave/convex. * * \note the distance from \a v1 & \a v3 to \a v2 doesn't matter * (it just defines the planes). * * \return the lowest squared distance to either of the planes. * where `(return < 0.0)` is outside. * * \code{.unparsed} * v1 * + * / * x - out / x - inside * / * +----+ * v2 v3 * x - also outside * \endcode */ float dist_signed_squared_to_corner_v3v3v3(const float p[3], const float v1[3], const float v2[3], const float v3[3], const float axis_ref[3]); /** * Compute the squared distance of a point to a line (defined as ray). * \param ray_origin: A point on the line. * \param ray_direction: Normalized direction of the line. * \param co: Point to which the distance is to be calculated. */ float dist_squared_to_ray_v3_normalized(const float ray_origin[3], const float ray_direction[3], const float co[3]); /** * Find the closest point in a seg to a ray and return the distance squared. * \param r_point: Is the point on segment closest to ray * (or to ray_origin if the ray and the segment are parallel). * \param r_depth: the distance of r_point projection on ray to the ray_origin. */ float dist_squared_ray_to_seg_v3(const float ray_origin[3], const float ray_direction[3], const float v0[3], const float v1[3], float r_point[3], float *r_depth); /** * Returns the coordinates of the nearest vertex and the farthest vertex from a plane (or normal). */ void aabb_get_near_far_from_plane(const float plane_no[3], const float bbmin[3], const float bbmax[3], float bb_near[3], float bb_afar[3]); struct DistRayAABB_Precalc { float ray_origin[3]; float ray_direction[3]; float ray_inv_dir[3]; }; void dist_squared_ray_to_aabb_v3_precalc(struct DistRayAABB_Precalc *neasrest_precalc, const float ray_origin[3], const float ray_direction[3]); /** * Returns the distance from a ray to a bound-box (projected on ray) */ float dist_squared_ray_to_aabb_v3(const struct DistRayAABB_Precalc *data, const float bb_min[3], const float bb_max[3], float r_point[3], float *r_depth); /** * Use when there is no advantage to pre-calculation. */ float dist_squared_ray_to_aabb_v3_simple(const float ray_origin[3], const float ray_direction[3], const float bb_min[3], const float bb_max[3], float r_point[3], float *r_depth); struct DistProjectedAABBPrecalc { float ray_origin[3]; float ray_direction[3]; float ray_inv_dir[3]; float pmat[4][4]; float mval[2]; }; /** * \param projmat: Projection Matrix (usually perspective * matrix multiplied by object matrix). */ void dist_squared_to_projected_aabb_precalc(struct DistProjectedAABBPrecalc *precalc, const float projmat[4][4], const float winsize[2], const float mval[2]); /** * Returns the distance from a 2D coordinate to a bound-box (projected). */ float dist_squared_to_projected_aabb(struct DistProjectedAABBPrecalc *data, const float bbmin[3], const float bbmax[3], bool r_axis_closest[3]); float dist_squared_to_projected_aabb_simple(const float projmat[4][4], const float winsize[2], const float mval[2], const float bbmin[3], const float bbmax[3]); /** Returns the distance between two 2D line segments. */ float dist_seg_seg_v2(const float a1[3], const float a2[3], const float b1[3], const float b2[3]); float closest_to_ray_v3(float r_close[3], const float p[3], const float ray_orig[3], const float ray_dir[3]); float closest_to_line_v2(float r_close[2], const float p[2], const float l1[2], const float l2[2]); double closest_to_line_v2_db(double r_close[2], const double p[2], const double l1[2], const double l2[2]); /** * Find closest point to p on line through (`l1`, `l2`) and return lambda, * where (0 <= lambda <= 1) when `p` is in the line segment (`l1`, `l2`). */ float closest_to_line_v3(float r_close[3], const float p[3], const float l1[3], const float l2[3]); /** * Point closest to v1 on line v2-v3 in 2D. * * \return A value in [0, 1] that corresponds to the position of #r_close on the line segment. */ float closest_to_line_segment_v2(float r_close[2], const float p[2], const float l1[2], const float l2[2]); /** * Finds the points where two line segments are closest to each other. * * `lambda_*` is a value between 0 and 1 for each segment that indicates where `r_closest_*` is on * the corresponding segment. * * \return Squared distance between both segments. */ float closest_seg_seg_v2(float r_closest_a[2], float r_closest_b[2], float *r_lambda_a, float *r_lambda_b, const float a1[2], const float a2[2], const float b1[2], const float b2[2]); /** * Point closest to v1 on line v2-v3 in 3D. * * \return A value in [0, 1] that corresponds to the position of #r_close on the line segment. */ float closest_to_line_segment_v3(float r_close[3], const float p[3], const float l1[3], const float l2[3]); void closest_to_plane_normalized_v3(float r_close[3], const float plane[4], const float pt[3]); /** * Find the closest point on a plane. * * \param r_close: Return coordinate * \param plane: The plane to test against. * \param pt: The point to find the nearest of * * \note non-unit-length planes are supported. */ void closest_to_plane_v3(float r_close[3], const float plane[4], const float pt[3]); void closest_to_plane3_normalized_v3(float r_close[3], const float plane[3], const float pt[3]); void closest_to_plane3_v3(float r_close[3], const float plane[3], const float pt[3]); /** * Set 'r' to the point in triangle (v1, v2, v3) closest to point 'p'. */ void closest_on_tri_to_point_v3( float r[3], const float p[3], const float v1[3], const float v2[3], const float v3[3]); float ray_point_factor_v3_ex(const float p[3], const float ray_origin[3], const float ray_direction[3], float epsilon, float fallback); float ray_point_factor_v3(const float p[3], const float ray_origin[3], const float ray_direction[3]); /** * A simplified version of #closest_to_line_v3 * we only need to return the `lambda` * * \param epsilon: avoid approaching divide-by-zero. * Passing a zero will just check for nonzero division. */ float line_point_factor_v3_ex( const float p[3], const float l1[3], const float l2[3], float epsilon, float fallback); float line_point_factor_v3(const float p[3], const float l1[3], const float l2[3]); float line_point_factor_v2_ex( const float p[2], const float l1[2], const float l2[2], float epsilon, float fallback); float line_point_factor_v2(const float p[2], const float l1[2], const float l2[2]); /** * \note #isect_line_plane_v3() shares logic. */ float line_plane_factor_v3(const float plane_co[3], const float plane_no[3], const float l1[3], const float l2[3]); /** * Ensure the distance between these points is no greater than 'dist'. * If it is, scale them both into the center. */ void limit_dist_v3(float v1[3], float v2[3], float dist); /** \} */ /* -------------------------------------------------------------------- */ /** \name Intersection * \{ */ /* TODO: int return value consistency. */ /* line-line */ #define ISECT_LINE_LINE_COLINEAR -1 #define ISECT_LINE_LINE_NONE 0 #define ISECT_LINE_LINE_EXACT 1 #define ISECT_LINE_LINE_CROSS 2 /** * Intersect Line-Line, floats. */ int isect_seg_seg_v2(const float v1[2], const float v2[2], const float v3[2], const float v4[2]); /** * Returns a point on each segment that is closest to the other. */ void isect_seg_seg_v3(const float a0[3], const float a1[3], const float b0[3], const float b1[3], float r_a[3], float r_b[3]); /** * Intersect Line-Line, integer. */ int isect_seg_seg_v2_int(const int v1[2], const int v2[2], const int v3[2], const int v4[2]); /** * Get intersection point of two 2D segments. * * \param endpoint_bias: Bias to use when testing for end-point overlap. * A positive value considers intersections that extend past the endpoints, * negative values contract the endpoints. * Note the bias is applied to a 0-1 factor, not scaled to the length of segments. * * \returns intersection type: * - -1: collinear. * - 1: intersection. * - 0: no intersection. */ int isect_seg_seg_v2_point_ex(const float v0[2], const float v1[2], const float v2[2], const float v3[2], float endpoint_bias, float vi[2]); int isect_seg_seg_v2_point( const float v0[2], const float v1[2], const float v2[2], const float v3[2], float vi[2]); bool isect_seg_seg_v2_simple(const float v1[2], const float v2[2], const float v3[2], const float v4[2]); /** * If intersection == ISECT_LINE_LINE_CROSS or ISECT_LINE_LINE_NONE: *
 * pt = v1 + lambda * (v2 - v1) = v3 + mu * (v4 - v3)
 * 
* \returns intersection type: * - ISECT_LINE_LINE_COLINEAR: collinear. * - ISECT_LINE_LINE_EXACT: intersection at an endpoint of either. * - ISECT_LINE_LINE_CROSS: interaction, not at an endpoint. * - ISECT_LINE_LINE_NONE: no intersection. * Also returns lambda and mu in r_lambda and r_mu. */ int isect_seg_seg_v2_lambda_mu_db(const double v1[2], const double v2[2], const double v3[2], const double v4[2], double *r_lambda, double *r_mu); /** * \param l1, l2: Coordinates (point of line). * \param sp, r: Coordinate and radius (sphere). * \return r_p1, r_p2: Intersection coordinates. * * \note The order of assignment for intersection points (\a r_p1, \a r_p2) is predictable, * based on the direction defined by `l2 - l1`, * this direction compared with the normal of each point on the sphere: * \a r_p1 always has a >= 0.0 dot product. * \a r_p2 always has a <= 0.0 dot product. * For example, when \a l1 is inside the sphere and \a l2 is outside, * \a r_p1 will always be between \a l1 and \a l2. */ int isect_line_sphere_v3(const float l1[3], const float l2[3], const float sp[3], float r, float r_p1[3], float r_p2[3]); int isect_line_sphere_v2(const float l1[2], const float l2[2], const float sp[2], float r, float r_p1[2], float r_p2[2]); /** * Intersect Line-Line, floats - gives intersection point. */ int isect_line_line_v2_point( const float v0[2], const float v1[2], const float v2[2], const float v3[2], float r_vi[2]); /** * \return The number of point of interests * 0 - lines are collinear * 1 - lines are coplanar, i1 is set to intersection * 2 - i1 and i2 are the nearest points on line 1 (v1, v2) and line 2 (v3, v4) respectively */ int isect_line_line_epsilon_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3], float i1[3], float i2[3], float epsilon); int isect_line_line_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3], float r_i1[3], float r_i2[3]); /** * Intersection point strictly between the two lines * \return false when no intersection is found. */ bool isect_line_line_strict_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3], float vi[3], float *r_lambda); /** * Check if two rays are not parallel and returns a factor that indicates * the distance from \a ray_origin_b to the closest point on ray-a to ray-b. * * \note Neither directions need to be normalized. */ bool isect_ray_ray_epsilon_v3(const float ray_origin_a[3], const float ray_direction_a[3], const float ray_origin_b[3], const float ray_direction_b[3], float epsilon, float *r_lambda_a, float *r_lambda_b); bool isect_ray_ray_v3(const float ray_origin_a[3], const float ray_direction_a[3], const float ray_origin_b[3], const float ray_direction_b[3], float *r_lambda_a, float *r_lambda_b); /** * if clip is nonzero, will only return true if lambda is >= 0.0 * (i.e. intersection point is along positive \a ray_direction) * * \note #line_plane_factor_v3() shares logic. */ bool isect_ray_plane_v3(const float ray_origin[3], const float ray_direction[3], const float plane[4], float *r_lambda, bool clip); /** * Check if a point is behind all planes. */ bool isect_point_planes_v3(float (*planes)[4], int totplane, const float p[3]); /** * Check if a point is in front all planes. * Same as isect_point_planes_v3 but with planes facing the opposite direction. */ bool isect_point_planes_v3_negated(const float (*planes)[4], int totplane, const float p[3]); /** * Intersect line/plane. * * \param r_isect_co: The intersection point. * \param l1: The first point of the line. * \param l2: The second point of the line. * \param plane_co: A point on the plane to intersect with. * \param plane_no: The direction of the plane (does not need to be normalized). * * \note #line_plane_factor_v3() shares logic. */ bool isect_line_plane_v3(float r_isect_co[3], const float l1[3], const float l2[3], const float plane_co[3], const float plane_no[3]) ATTR_WARN_UNUSED_RESULT; /** * Intersect three planes, return the point where all 3 meet. * See Graphics Gems 1 pg 305 * * \param plane_a, plane_b, plane_c: Planes. * \param r_isect_co: The resulting intersection point. */ bool isect_plane_plane_plane_v3(const float plane_a[4], const float plane_b[4], const float plane_c[4], float r_isect_co[3]) ATTR_WARN_UNUSED_RESULT; /** * Intersect two planes, return a point on the intersection and a vector * that runs on the direction of the intersection. * \note this is a slightly reduced version of #isect_plane_plane_plane_v3 * * \param plane_a, plane_b: Planes. * \param r_isect_co: The resulting intersection point. * \param r_isect_no: The resulting vector of the intersection. * * \note \a r_isect_no isn't unit length. */ bool isect_plane_plane_v3(const float plane_a[4], const float plane_b[4], float r_isect_co[3], float r_isect_no[3]) ATTR_WARN_UNUSED_RESULT; /** * Intersect all planes, calling `callback_fn` for each point that intersects * 3 of the planes that isn't outside any of the other planes. * * This can be thought of as calculating a convex-hull from an array of planes. * * \param eps_coplanar: Epsilon for testing if two planes are aligned (co-planar). * \param eps_isect: Epsilon for testing of a point is behind any of the planes. * * \warning As complexity is a little under `O(N^3)`, this is only suitable for small arrays. * * \note This function could be optimized by some spatial structure. */ bool isect_planes_v3_fn( const float planes[][4], int planes_len, float eps_coplanar, float eps_isect, void (*callback_fn)(const float co[3], int i, int j, int k, void *user_data), void *user_data); /* line/ray triangle */ /** * Test if the line starting at p1 ending at p2 intersects the triangle v0..v2 * return non zero if it does. */ bool isect_line_segment_tri_v3(const float p1[3], const float p2[3], const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2]); /** * Like #isect_line_segment_tri_v3, but allows epsilon tolerance around triangle. */ bool isect_line_segment_tri_epsilon_v3(const float p1[3], const float p2[3], const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2], float epsilon); bool isect_axial_line_segment_tri_v3(int axis, const float p1[3], const float p2[3], const float v0[3], const float v1[3], const float v2[3], float *r_lambda); /** * Test if the ray starting at p1 going in d direction intersects the triangle v0..v2 * return non zero if it does. */ bool isect_ray_tri_v3(const float ray_origin[3], const float ray_direction[3], const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2]); bool isect_ray_tri_threshold_v3(const float ray_origin[3], const float ray_direction[3], const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2], float threshold); bool isect_ray_tri_epsilon_v3(const float ray_origin[3], const float ray_direction[3], const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2], float epsilon); /** * Intersect two triangles. * * \param r_i1, r_i2: Retrieve the overlapping edge between the 2 triangles. * \param r_tri_a_edge_isect_count: Indicates how many edges in the first triangle are intersected. * \return true when the triangles intersect. * * \note If it exists, \a r_i1 will be a point on the edge of the 1st triangle. * \note intersections between coplanar triangles are currently undetected. */ bool isect_tri_tri_v3_ex(const float tri_a[3][3], const float tri_b[3][3], float r_i1[3], float r_i2[3], int *r_tri_a_edge_isect_count); bool isect_tri_tri_v3(const float t_a0[3], const float t_a1[3], const float t_a2[3], const float t_b0[3], const float t_b1[3], const float t_b2[3], float r_i1[3], float r_i2[3]); bool isect_tri_tri_v2(const float p1[2], const float q1[2], const float r1[2], const float p2[2], const float q2[2], const float r2[2]); /** * Water-tight ray-cast (requires pre-calculation). */ struct IsectRayPrecalc { /* Maximal dimension `kz`, and orthogonal dimensions. */ int kx, ky, kz; /* Shear constants. */ float sx, sy, sz; }; void isect_ray_tri_watertight_v3_precalc(struct IsectRayPrecalc *isect_precalc, const float ray_direction[3]); bool isect_ray_tri_watertight_v3(const float ray_origin[3], const struct IsectRayPrecalc *isect_precalc, const float v0[3], const float v1[3], const float v2[3], float *r_dist, float r_uv[2]); /** * Slower version which calculates #IsectRayPrecalc each time. */ bool isect_ray_tri_watertight_v3_simple(const float ray_origin[3], const float ray_direction[3], const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float r_uv[2]); bool isect_ray_seg_v2(const float ray_origin[2], const float ray_direction[2], const float v0[2], const float v1[2], float *r_lambda, float *r_u); bool isect_ray_line_v3(const float ray_origin[3], const float ray_direction[3], const float v0[3], const float v1[3], float *r_lambda); /* Point in polygon. */ bool isect_point_poly_v2(const float pt[2], const float verts[][2], unsigned int nr, bool use_holes); bool isect_point_poly_v2_int(const int pt[2], const int verts[][2], unsigned int nr, bool use_holes); /** * Point in quad - only convex quads. */ int isect_point_quad_v2( const float p[2], const float v1[2], const float v2[2], const float v3[2], const float v4[2]); int isect_point_tri_v2(const float pt[2], const float v1[2], const float v2[2], const float v3[2]); /** * Only single direction. */ bool isect_point_tri_v2_cw(const float pt[2], const float v1[2], const float v2[2], const float v3[2]); /** * \code{.unparsed} * x1,y2 * | \ * | \ .(a,b) * | \ * x1,y1-- x2,y1 * \endcode */ int isect_point_tri_v2_int(int x1, int y1, int x2, int y2, int a, int b); bool isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3]); /** * \param r_isect_co: The point \a p projected onto the triangle. * \return True when \a p is inside the triangle. * \note Its up to the caller to check the distance between \a p and \a r_vi * against an error margin. */ bool isect_point_tri_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3], float r_isect_co[3]); /** * Axis-aligned bounding box. */ bool isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3]); struct IsectRayAABB_Precalc { float ray_origin[3]; float ray_inv_dir[3]; int sign[3]; }; void isect_ray_aabb_v3_precalc(struct IsectRayAABB_Precalc *data, const float ray_origin[3], const float ray_direction[3]); bool isect_ray_aabb_v3(const struct IsectRayAABB_Precalc *data, const float bb_min[3], const float bb_max[3], float *tmin); /** * Test a bounding box (AABB) for ray intersection. * Assumes the ray is already local to the boundbox space. * * \note \a direction should be normalized * if you intend to use the \a tmin or \a tmax distance results! */ bool isect_ray_aabb_v3_simple(const float orig[3], const float dir[3], const float bb_min[3], const float bb_max[3], float *tmin, float *tmax); /* other */ #define ISECT_AABB_PLANE_BEHIND_ANY 0 #define ISECT_AABB_PLANE_CROSS_ANY 1 #define ISECT_AABB_PLANE_IN_FRONT_ALL 2 /** * Checks status of an AABB in relation to a list of planes. * * \returns intersection type: * - ISECT_AABB_PLANE_BEHIND_ONE (0): AABB is completely behind at least 1 plane; * - ISECT_AABB_PLANE_CROSS_ANY (1): AABB intersects at least 1 plane; * - ISECT_AABB_PLANE_IN_FRONT_ALL (2): AABB is completely in front of all planes; */ int isect_aabb_planes_v3(const float (*planes)[4], int totplane, const float bbmin[3], const float bbmax[3]); bool isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], float radius, const float v0[3], const float v1[3], const float v2[3], float *r_lambda, float ipoint[3]); bool clip_segment_v3_plane( const float p1[3], const float p2[3], const float plane[4], float r_p1[3], float r_p2[3]); bool clip_segment_v3_plane_n(const float p1[3], const float p2[3], const float plane_array[][4], int plane_num, float r_p1[3], float r_p2[3]); bool point_in_slice_seg(float p[3], float l1[3], float l2[3]); /** \} */ /* -------------------------------------------------------------------- */ /** \name Interpolation * \{ */ void interp_weights_tri_v3( float w[3], const float v1[3], const float v2[3], const float v3[3], const float co[3]); void interp_weights_quad_v3(float w[4], const float v1[3], const float v2[3], const float v3[3], const float v4[3], const float co[3]); void interp_weights_poly_v3(float w[], float v[][3], int n, const float co[3]); void interp_weights_poly_v2(float w[], float v[][2], int n, const float co[2]); /** `(x1, v1)(t1=0)------(x2, v2)(t2=1), 0 (x, v)(t)`. */ void interp_cubic_v3(float x[3], float v[3], const float x1[3], const float v1[3], const float x2[3], const float v2[3], float t); /** * Given an array with some invalid values this function interpolates valid values * replacing the invalid ones. */ int interp_sparse_array(float *array, int list_size, float skipval); /** * Given 2 triangles in 3D space, and a point in relation to the first triangle. * calculate the location of a point in relation to the second triangle. * Useful for finding relative positions with geometry. */ void transform_point_by_tri_v3(float pt_tar[3], float const pt_src[3], const float tri_tar_p1[3], const float tri_tar_p2[3], const float tri_tar_p3[3], const float tri_src_p1[3], const float tri_src_p2[3], const float tri_src_p3[3]); /** * Simply re-interpolates, * assumes p_src is between \a l_src_p1-l_src_p2 */ void transform_point_by_seg_v3(float p_dst[3], const float p_src[3], const float l_dst_p1[3], const float l_dst_p2[3], const float l_src_p1[3], const float l_src_p2[3]); /** * \note Using #cross_tri_v2 means locations outside the triangle are correctly weighted. * * \note This is *exactly* the same calculation as #resolve_tri_uv_v2, * although it has double precision and is used for texture baking, so keep both. */ void barycentric_weights_v2( const float v1[2], const float v2[2], const float v3[2], const float co[2], float w[3]); /** * A version of #barycentric_weights_v2 that doesn't allow negative weights. * Useful when negative values cause problems and points are only * ever slightly outside of the triangle. */ void barycentric_weights_v2_clamped( const float v1[2], const float v2[2], const float v3[2], const float co[2], float w[3]); /** * still use 2D X,Y space but this works for verts transformed by a perspective matrix, * using their 4th component as a weight */ void barycentric_weights_v2_persp( const float v1[4], const float v2[4], const float v3[4], const float co[2], float w[3]); /** * same as #barycentric_weights_v2 but works with a quad, * NOTE: untested for values outside the quad's bounds * this is #interp_weights_poly_v2 expanded for quads only */ void barycentric_weights_v2_quad(const float v1[2], const float v2[2], const float v3[2], const float v4[2], const float co[2], float w[4]); /** * \return false for degenerated triangles. */ bool barycentric_coords_v2( const float v1[2], const float v2[2], const float v3[2], const float co[2], float w[3]); /** * \return * - 0 if the point is outside of triangle. * - 1 if the point is inside triangle. * - 2 if it's on the edge. */ int barycentric_inside_triangle_v2(const float w[3]); /** * Barycentric reverse * * Compute coordinates (u, v) for point \a st with respect to triangle (\a st0, \a st1, \a st2) * * \note same basic result as #barycentric_weights_v2, see its comment for details. */ void resolve_tri_uv_v2( float r_uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2]); /** * Barycentric reverse 3d * * Compute coordinates (u, v) for point \a st with respect to triangle (\a st0, \a st1, \a st2) */ void resolve_tri_uv_v3( float r_uv[2], const float st[3], const float st0[3], const float st1[3], const float st2[3]); /** * Bilinear reverse. */ void resolve_quad_uv_v2(float r_uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2], const float st3[2]); /** * Bilinear reverse with derivatives. */ void resolve_quad_uv_v2_deriv(float r_uv[2], float r_deriv[2][2], const float st[2], const float st0[2], const float st1[2], const float st2[2], const float st3[2]); /** * A version of resolve_quad_uv_v2 that only calculates the 'u'. */ float resolve_quad_u_v2(const float st[2], const float st0[2], const float st1[2], const float st2[2], const float st3[2]); /** * Use to find the point of a UV on a face. * Reverse of `resolve_*` functions. */ void interp_bilinear_quad_v3(float data[4][3], float u, float v, float res[3]); void interp_barycentric_tri_v3(float data[3][3], float u, float v, float res[3]); /** \} */ /* -------------------------------------------------------------------- */ /** \name View & Projection * \{ */ void lookat_m4( float mat[4][4], float vx, float vy, float vz, float px, float py, float pz, float twist); void polarview_m4(float mat[4][4], float dist, float azimuth, float incidence, float twist); /** * Matches `glFrustum` result. */ void perspective_m4(float mat[4][4], float left, float right, float bottom, float top, float nearClip, float farClip); void perspective_m4_fov(float mat[4][4], float angle_left, float angle_right, float angle_up, float angle_down, float nearClip, float farClip); /** * Matches `glOrtho` result. */ void orthographic_m4(float mat[4][4], float left, float right, float bottom, float top, float nearClip, float farClip); /** * Translate a matrix created by orthographic_m4 or perspective_m4 in XY coords * (used to jitter the view). */ void window_translate_m4(float winmat[4][4], float perspmat[4][4], float x, float y); /** * Frustum planes extraction from a projection matrix * (homogeneous 4d vector representations of planes). * * plane parameters can be NULL if you do not need them. */ void planes_from_projmat(const float mat[4][4], float left[4], float right[4], float bottom[4], float top[4], float near[4], float far[4]); void projmat_dimensions(const float winmat[4][4], float *r_left, float *r_right, float *r_bottom, float *r_top, float *r_near, float *r_far); void projmat_dimensions_db(const float winmat[4][4], double *r_left, double *r_right, double *r_bottom, double *r_top, double *r_near, double *r_far); /** * Creates a projection matrix for a small region of the viewport. * * \param projmat: Projection Matrix. * \param win_size: Viewport Size. * \param x_min, x_max, y_min, y_max: Coordinates of the subregion. * \return r_projmat: Resulting Projection Matrix. */ void projmat_from_subregion(const float projmat[4][4], const int win_size[2], int x_min, int x_max, int y_min, int y_max, float r_projmat[4][4]); int box_clip_bounds_m4(float boundbox[2][3], const float bounds[4], float winmat[4][4]); void box_minmax_bounds_m4(float min[3], float max[3], float boundbox[2][3], float mat[4][4]); /** \} */ /* -------------------------------------------------------------------- */ /** \name Mapping * \{ */ void map_to_tube(float *r_u, float *r_v, float x, float y, float z); void map_to_sphere(float *r_u, float *r_v, float x, float y, float z); void map_to_plane_v2_v3v3(float r_co[2], const float co[3], const float no[3]); void map_to_plane_axis_angle_v2_v3v3fl(float r_co[2], const float co[3], const float axis[3], float angle); /** \} */ /* -------------------------------------------------------------------- */ /** \name Normals * \{ */ void accumulate_vertex_normals_tri_v3(float n1[3], float n2[3], float n3[3], const float f_no[3], const float co1[3], const float co2[3], const float co3[3]); void accumulate_vertex_normals_v3(float n1[3], float n2[3], float n3[3], float n4[3], const float f_no[3], const float co1[3], const float co2[3], const float co3[3], const float co4[3]); /** * Add weighted face normal component into normals of the face vertices. * Caller must pass pre-allocated vdiffs of nverts length. */ void accumulate_vertex_normals_poly_v3( float **vertnos, const float polyno[3], const float **vertcos, float vdiffs[][3], int nverts); /** \} */ /* -------------------------------------------------------------------- */ /** \name Tangents * \{ */ void tangent_from_uv_v3(const float uv1[2], const float uv2[2], const float uv3[2], const float co1[3], const float co2[3], const float co3[3], const float n[3], float r_tang[3]); /** \} */ /* -------------------------------------------------------------------- */ /** \name Vector Clouds * \{ */ /** * Input: * * \param list_size: 4 lists as pointer to array[list_size] * \param pos: current pos array of 'new' positions * \param weight: current weight array of 'new'weights (may be NULL pointer if you have no weights) * \param rpos: Reference rpos array of 'old' positions * \param rweight: Reference rweight array of 'old'weights * (may be NULL pointer if you have no weights). * * Output: * * \param lloc: Center of mass pos. * \param rloc: Center of mass rpos. * \param lrot: Rotation matrix. * \param lscale: Scale matrix. * * pointers may be NULL if not needed */ void vcloud_estimate_transform_v3(int list_size, const float (*pos)[3], const float *weight, const float (*rpos)[3], const float *rweight, float lloc[3], float rloc[3], float lrot[3][3], float lscale[3][3]); /** \} */ /* -------------------------------------------------------------------- */ /** \name Spherical Harmonics * * Uses 2nd order SH => 9 coefficients, stored in this order: * - 0 = `(0, 0)` * - 1 = `(1, -1), 2 = (1, 0), 3 = (1, 1)` * - 4 = `(2, -2), 5 = (2, -1), 6 = (2, 0), 7 = (2, 1), 8 = (2, 2)` * \{ */ MINLINE void zero_sh(float r[9]); MINLINE void copy_sh_sh(float r[9], const float a[9]); MINLINE void mul_sh_fl(float r[9], float f); MINLINE void add_sh_shsh(float r[9], const float a[9], const float b[9]); MINLINE float dot_shsh(const float a[9], const float b[9]); MINLINE float eval_shv3(float sh[9], const float v[3]); MINLINE float diffuse_shv3(const float sh[9], const float v[3]); MINLINE void vec_fac_to_sh(float r[9], const float v[3], float f); MINLINE void madd_sh_shfl(float r[9], const float sh[9], float f); /** \} */ /* -------------------------------------------------------------------- */ /** \name Form Factor * \{ */ float form_factor_quad(const float p[3], const float n[3], const float q0[3], const float q1[3], const float q2[3], const float q3[3]); bool form_factor_visible_quad(const float p[3], const float n[3], const float v0[3], const float v1[3], const float v2[3], float q0[3], float q1[3], float q2[3], float q3[3]); float form_factor_hemi_poly( float p[3], float n[3], float v1[3], float v2[3], float v3[3], float v4[3]); /** * Same as axis_dominant_v3_to_m3, but flips the normal */ void axis_dominant_v3_to_m3_negate(float r_mat[3][3], const float normal[3]); /** * \brief Normal to x,y matrix * * Creates a 3x3 matrix from a normal. * This matrix can be applied to vectors so their 'z' axis runs along \a normal. * In practice it means you can use x,y as 2d coords. \see * * \param r_mat: The matrix to return. * \param normal: A unit length vector. */ void axis_dominant_v3_to_m3(float r_mat[3][3], const float normal[3]); /** * Get the 2 dominant axis values, 0==X, 1==Y, 2==Z. */ MINLINE void axis_dominant_v3(int *r_axis_a, int *r_axis_b, const float axis[3]); /** * Same as #axis_dominant_v3 but return the max value. */ MINLINE float axis_dominant_v3_max(int *r_axis_a, int *r_axis_b, const float axis[3]) ATTR_WARN_UNUSED_RESULT; /** * Get the single dominant axis value, 0==X, 1==Y, 2==Z. */ MINLINE int axis_dominant_v3_single(const float vec[3]); /** * The dominant axis of an orthogonal vector. */ MINLINE int axis_dominant_v3_ortho_single(const float vec[3]); MINLINE int max_axis_v3(const float vec[3]); MINLINE int min_axis_v3(const float vec[3]); /** * Simple function to either: * - Calculate how many triangles needed from the total number of polygons + loops. * - Calculate the first triangle index from the polygon index & that polygons loop-start. * * \param poly_count: The number of polygons or polygon-index * (3+ sided faces, 1-2 sided give incorrect results). * \param corner_count: The number of corners (also called loop-index). */ MINLINE int poly_to_tri_count(int poly_count, int corner_count); /** * Useful to calculate an even width shell, by taking the angle between 2 planes. * The return value is a scale on the offset. * no angle between planes is 1.0, as the angle between the 2 planes approaches 180d * the distance gets very high, 180d would be inf, but this case isn't valid. */ MINLINE float shell_angle_to_dist(float angle); /** * Equivalent to `shell_angle_to_dist(angle_normalized_v3v3(a, b))`. */ MINLINE float shell_v3v3_normalized_to_dist(const float a[3], const float b[3]); /** * Equivalent to `shell_angle_to_dist(angle_normalized_v2v2(a, b))`. */ MINLINE float shell_v2v2_normalized_to_dist(const float a[2], const float b[2]); /** * Equivalent to `shell_angle_to_dist(angle_normalized_v3v3(a, b) / 2)`. */ MINLINE float shell_v3v3_mid_normalized_to_dist(const float a[3], const float b[3]); /** * Equivalent to `shell_angle_to_dist(angle_normalized_v2v2(a, b) / 2)`. */ MINLINE float shell_v2v2_mid_normalized_to_dist(const float a[2], const float b[2]); /** \} */ /* -------------------------------------------------------------------- */ /** \name Cubic (Bezier) * \{ */ /** * Return the value which the distance between points will need to be scaled by, * to define a handle, given both points are on a perfect circle. * * Use when we want a bezier curve to match a circle as closely as possible. * * \note the return value will need to be divided by 0.75 for correct results. */ float cubic_tangent_factor_circle_v3(const float tan_l[3], const float tan_r[3]); /** \} */ /* -------------------------------------------------------------------- */ /** \name Geodesics * \{ */ /** * Utility for computing approximate geodesic distances on triangle meshes. * * Given triangle with vertex coordinates v0, v1, v2, and known geodesic distances * dist1 and dist2 at v1 and v2, estimate a geodesic distance at vertex v0. * * From "Dart Throwing on Surfaces", EGSR 2009. Section 7, Geodesic Dart Throwing. */ float geodesic_distance_propagate_across_triangle( const float v0[3], const float v1[3], const float v2[3], float dist1, float dist2); /** \} */ /* -------------------------------------------------------------------- */ /** \name Inline Definitions * \{ */ #if BLI_MATH_DO_INLINE # include "intern/math_geom_inline.c" #endif #ifdef BLI_MATH_GCC_WARN_PRAGMA # pragma GCC diagnostic pop #endif /** \} */ #ifdef __cplusplus } #endif