/* * $Id$ * * ***** 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) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: some of this file. * * ***** END GPL LICENSE BLOCK ***** * */ #ifndef BLI_MATH_GEOM_H #define BLI_MATH_GEOM_H /** \file BLI_math_geom.h * \ingroup bli */ #ifdef __cplusplus extern "C" { #endif #include "BLI_math_inline.h" #ifdef BLI_MATH_INLINE_H #include "intern/math_geom_inline.c" #endif /********************************** Polygons *********************************/ void cent_tri_v3(float r[3], const float a[3], const float b[3], const float c[3]); void cent_quad_v3(float r[3], const float a[3], const float b[3], const float c[3], const float d[3]); float normal_tri_v3(float r[3], const float a[3], const float b[3], const float c[3]); float normal_quad_v3(float r[3], const float a[3], const float b[3], const float c[3], const float d[3]); float area_tri_v2(const float a[2], const float b[2], const float c[2]); float area_tri_signed_v2(const float v1[2], const float v2[2], const float v3[2]); float area_tri_v3(const float a[3], const float b[3], const float c[3]); float area_quad_v3(const float a[3], const float b[3], const float c[3], const float d[3]); float area_poly_v3(int nr, float verts[][3], const float normal[3]); /********************************* Distance **********************************/ float dist_to_line_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_to_line_segment_v3(const float p[3], const float l1[3], const float l2[3]); float closest_to_line_v3(float r[3], const float p[3], const float l1[3], const float l2[3]); float closest_to_line_v2(float r[2], const float p[2], const float l1[2], const float l2[2]); void closest_to_line_segment_v3(float r[3], const float p[3], const float l1[3], const float l2[3]); float line_point_factor_v3(const float p[3], const float l1[3], const float l2[3]); float line_point_factor_v2(const float p[2], const float l1[2], const float l2[2]); /******************************* 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 int isect_line_line_v2(const float a1[2], const float a2[2], const float b1[2], const float b2[2]); int isect_line_line_v2_int(const int a1[2], const int a2[2], const int b1[2], const int b2[2]); int isect_line_sphere_v3(const float l1[3], const float l2[3], const float sp[3], const 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], const float r, float r_p1[2], float r_p2[2]); int isect_seg_seg_v2_point(const float v1[2], const float v2[2], const float v3[2], const float v4[2], float vi[2]); /* Returns the number of point of interests * 0 - lines are colinear * 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_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3], float i1[3], float i2[3]); int 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 *lambda); /*if clip is nonzero, will only return true if lambda is >= 0.0 (i.e. intersection point is along positive d)*/ int isect_ray_plane_v3(float p1[3], float d[3], float v0[3], float v1[3], float v2[3], float *lambda, int clip); /** * Intersect line/plane, optionally treat line as directional (like a ray) with the no_flip argument. * @param out 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). * @param no_flip When true, the intersection point will always be from l1 to l2, even if this is not on the plane. */ int isect_line_plane_v3(float out[3], const float l1[3], const float l2[3], const float plane_co[3], const float plane_no[3], const short no_flip); /* line/ray triangle */ int isect_line_tri_v3(const float p1[3], const float p2[3], const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2]); int isect_ray_tri_v3(const float p1[3], const float d[3], const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2]); int isect_ray_tri_threshold_v3(const float p1[3], const float d[3], const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2], const float threshold); int isect_ray_tri_epsilon_v3(const float p1[3], const float d[3], const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2], const float epsilon); /* point in polygon */ int isect_point_quad_v2(const float p[2], const float a[2], const float b[2], const float c[2], const float d[2]); int isect_point_tri_v2(const float v1[2], const float v2[2], const float v3[2], const float pt[2]); int isect_point_tri_v2_int(const int x1, const int y1, const int x2, const int y2, const int a, const int b); int isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3]); void isect_point_quad_uv_v2(const float v0[2], const float v1[2], const float v2[2], const float v3[2], const float pt[2], float *uv); void isect_point_face_uv_v2(const int isquad, const float v0[2], const float v1[2], const float v2[2], const float v3[2], const float pt[2], float *uv); /* other */ int isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const float radius, const float v0[3], const float v1[3], const float v2[3], float *lambda, float ipoint[3]); int isect_axial_line_tri_v3(const int axis, const float co1[3], const float co2[3], const float v0[3], const float v1[3], const float v2[3], float *lambda); int isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3]); int clip_line_plane(float p1[3], float p2[3], const float plane[4]); void plot_line_v2v2i(const int p1[2], const int p2[2], int (*callback)(int, int, void *), void *userData); /****************************** Interpolation ********************************/ /* tri or quad, d can be NULL */ void interp_weights_face_v3(float w[4], const float a[3], const float b[3], const float c[3], const float d[3], const float p[3]); void interp_weights_poly_v3(float w[], float v[][3], const int n, const float p[3]); 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], const float t); int interp_sparse_array(float *array, const int list_size, const float invalid); void barycentric_transform(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]); void barycentric_weights_v2(const float v1[2], const float v2[2], const float v3[2], const float co[2], float w[3]); void resolve_tri_uv(float uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2]); void resolve_quad_uv(float uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2], const float st3[2]); /***************************** 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); void perspective_m4(float mat[4][4], const float left, const float right, const float bottom, const float top, const float nearClip, const float farClip); void orthographic_m4(float mat[4][4], const float left, const float right, const float bottom, const float top, const float nearClip, const float farClip); void window_translate_m4(float winmat[][4], float perspmat[][4], const float x, const float y); 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]); /********************************** Mapping **********************************/ void map_to_tube(float *u, float *v, const float x, const float y, const float z); void map_to_sphere(float *u, float *v, const float x, const float y, const float z); /********************************** Normals **********************************/ void accumulate_vertex_normals(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]); /********************************* Tangents **********************************/ typedef struct VertexTangent { struct VertexTangent *next; float tang[3], uv[2]; } VertexTangent; float *find_vertex_tangent(VertexTangent *vtang, const float uv[2]); void sum_or_add_vertex_tangent(void *arena, VertexTangent **vtang, const float tang[3], const float uv[2]); void tangent_from_uv(float uv1[2], float uv2[2], float uv3[2], float co1[3], float co2[3], float co3[3], float n[3], float tang[3]); /******************************** Vector Clouds ******************************/ void vcloud_estimate_transform(int list_size, float (*pos)[3], float *weight, float (*rpos)[3], float *rweight, float lloc[3],float rloc[3],float lrot[3][3],float lscale[3][3]); /****************************** 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], const float f); MINLINE void add_sh_shsh(float r[9], const float a[9], const float b[9]); MINLINE float eval_shv3(float r[9], const float v[3]); MINLINE float diffuse_shv3(float r[9], const float v[3]); MINLINE void vec_fac_to_sh(float r[9], const float v[3], const float f); MINLINE void madd_sh_shfl(float r[9], const float sh[3], const float f); /********************************* Form Factor *******************************/ float form_factor_hemi_poly(float p[3], float n[3], float v1[3], float v2[3], float v3[3], float v4[3]); #ifdef __cplusplus } #endif #endif /* BLI_MATH_GEOM_H */