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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) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: some of this file.
*
* ***** END GPL LICENSE BLOCK *****
* */
/** \file blender/blenlib/intern/math_geom.c
* \ingroup bli
*/
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_memarena.h"
#include "BLI_utildefines.h"
/********************************** Polygons *********************************/
void cent_tri_v3(float cent[3], const float v1[3], const float v2[3], const float v3[3])
{
cent[0] = 0.33333f * (v1[0] + v2[0] + v3[0]);
cent[1] = 0.33333f * (v1[1] + v2[1] + v3[1]);
cent[2] = 0.33333f * (v1[2] + v2[2] + v3[2]);
}
void cent_quad_v3(float cent[3], const float v1[3], const float v2[3], const float v3[3], const float v4[3])
{
cent[0] = 0.25f * (v1[0] + v2[0] + v3[0] + v4[0]);
cent[1] = 0.25f * (v1[1] + v2[1] + v3[1] + v4[1]);
cent[2] = 0.25f * (v1[2] + v2[2] + v3[2] + v4[2]);
}
float normal_tri_v3(float n[3], const float v1[3], const float v2[3], const float v3[3])
{
float n1[3], n2[3];
n1[0] = v1[0] - v2[0];
n2[0] = v2[0] - v3[0];
n1[1] = v1[1] - v2[1];
n2[1] = v2[1] - v3[1];
n1[2] = v1[2] - v2[2];
n2[2] = v2[2] - v3[2];
n[0] = n1[1] * n2[2] - n1[2] * n2[1];
n[1] = n1[2] * n2[0] - n1[0] * n2[2];
n[2] = n1[0] * n2[1] - n1[1] * n2[0];
return normalize_v3(n);
}
float normal_quad_v3(float n[3], const float v1[3], const float v2[3], const float v3[3], const float v4[3])
{
/* real cross! */
float n1[3], n2[3];
n1[0] = v1[0] - v3[0];
n1[1] = v1[1] - v3[1];
n1[2] = v1[2] - v3[2];
n2[0] = v2[0] - v4[0];
n2[1] = v2[1] - v4[1];
n2[2] = v2[2] - v4[2];
n[0] = n1[1] * n2[2] - n1[2] * n2[1];
n[1] = n1[2] * n2[0] - n1[0] * n2[2];
n[2] = n1[0] * n2[1] - n1[1] * n2[0];
return normalize_v3(n);
}
float area_tri_v2(const float v1[2], const float v2[2], const float v3[2])
{
return 0.5f * fabsf((v1[0] - v2[0]) * (v2[1] - v3[1]) + (v1[1] - v2[1]) * (v3[0] - v2[0]));
}
float area_tri_signed_v2(const float v1[2], const float v2[2], const float v3[2])
{
return 0.5f * ((v1[0] - v2[0]) * (v2[1] - v3[1]) + (v1[1] - v2[1]) * (v3[0] - v2[0]));
}
/* only convex Quadrilaterals */
float area_quad_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3])
{
float len, vec1[3], vec2[3], n[3];
sub_v3_v3v3(vec1, v2, v1);
sub_v3_v3v3(vec2, v4, v1);
cross_v3_v3v3(n, vec1, vec2);
len = normalize_v3(n);
sub_v3_v3v3(vec1, v4, v3);
sub_v3_v3v3(vec2, v2, v3);
cross_v3_v3v3(n, vec1, vec2);
len += normalize_v3(n);
return (len / 2.0f);
}
/* Triangles */
float area_tri_v3(const float v1[3], const float v2[3], const float v3[3])
{
float len, vec1[3], vec2[3], n[3];
sub_v3_v3v3(vec1, v3, v2);
sub_v3_v3v3(vec2, v1, v2);
cross_v3_v3v3(n, vec1, vec2);
len = normalize_v3(n);
return (len / 2.0f);
}
float area_poly_v3(int nr, float verts[][3], const float normal[3])
{
float x, y, z, area, max;
float *cur, *prev;
int a, px = 0, py = 1;
/* first: find dominant axis: 0==X, 1==Y, 2==Z
* don't use 'axis_dominant_v3()' because we need max axis too */
x = fabsf(normal[0]);
y = fabsf(normal[1]);
z = fabsf(normal[2]);
max = MAX3(x, y, z);
if (max == y) py = 2;
else if (max == x) {
px = 1;
py = 2;
}
/* The Trapezium Area Rule */
prev = verts[nr - 1];
cur = verts[0];
area = 0;
for (a = 0; a < nr; a++) {
area += (cur[px] - prev[px]) * (cur[py] + prev[py]);
prev = verts[a];
cur = verts[a + 1];
}
return fabsf(0.5f * area / max);
}
/********************************* Distance **********************************/
/* distance p to line v1-v2
* using Hesse formula, NO LINE PIECE! */
float dist_to_line_v2(const float p[2], const float l1[2], const float l2[2])
{
float a[2], deler;
a[0] = l1[1] - l2[1];
a[1] = l2[0] - l1[0];
deler = (float)sqrt(a[0] * a[0] + a[1] * a[1]);
if (deler == 0.0f) return 0;
return fabsf((p[0] - l1[0]) * a[0] + (p[1] - l1[1]) * a[1]) / deler;
}
/* 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 labda, rc[2], pt[2], len;
rc[0] = l2[0] - l1[0];
rc[1] = l2[1] - l1[1];
len = rc[0] * rc[0] + rc[1] * rc[1];
if (len == 0.0f) {
rc[0] = p[0] - l1[0];
rc[1] = p[1] - l1[1];
return (rc[0] * rc[0] + rc[1] * rc[1]);
}
labda = (rc[0] * (p[0] - l1[0]) + rc[1] * (p[1] - l1[1])) / len;
if (labda <= 0.0f) {
pt[0] = l1[0];
pt[1] = l1[1];
}
else if (labda >= 1.0f) {
pt[0] = l2[0];
pt[1] = l2[1];
}
else {
pt[0] = labda * rc[0] + l1[0];
pt[1] = labda * rc[1] + l1[1];
}
rc[0] = pt[0] - p[0];
rc[1] = pt[1] - p[1];
return (rc[0] * rc[0] + rc[1] * rc[1]);
}
float dist_to_line_segment_v2(const float p[2], const float l1[2], const float l2[2])
{
return sqrtf(dist_squared_to_line_segment_v2(p, l1, l2));
}
/* point closest to v1 on line v2-v3 in 2D */
void closest_to_line_segment_v2(float close_r[2], const float p[2], const float l1[2], const float l2[2])
{
float lambda, cp[2];
lambda = closest_to_line_v2(cp, p, l1, l2);
if (lambda <= 0.0f)
copy_v2_v2(close_r, l1);
else if (lambda >= 1.0f)
copy_v2_v2(close_r, l2);
else
copy_v2_v2(close_r, cp);
}
/* point closest to v1 on line v2-v3 in 3D */
void closest_to_line_segment_v3(float close_r[3], const float v1[3], const float v2[3], const float v3[3])
{
float lambda, cp[3];
lambda = closest_to_line_v3(cp, v1, v2, v3);
if (lambda <= 0.0f)
copy_v3_v3(close_r, v2);
else if (lambda >= 1.0f)
copy_v3_v3(close_r, v3);
else
copy_v3_v3(close_r, cp);
}
/* find the closest point on a plane to another point and store it in close_r
* close_r: return coordinate
* plane_co: a point on the plane
* plane_no_unit: the plane's normal, and d is the last number in the plane equation 0 = ax + by + cz + d
* pt: the point that you want the nearest of
*/
void closest_to_plane_v3(float close_r[3], const float plane_co[3], const float plane_no_unit[3], const float pt[3])
{
float temp[3];
float dotprod;
sub_v3_v3v3(temp, pt, plane_co);
dotprod = dot_v3v3(temp, plane_no_unit);
close_r[0] = pt[0] - (plane_no_unit[0] * dotprod);
close_r[1] = pt[1] - (plane_no_unit[1] * dotprod);
close_r[2] = pt[2] - (plane_no_unit[2] * dotprod);
}
/* signed distance from the point to the plane in 3D */
float dist_to_plane_normalized_v3(const float p[3], const float plane_co[3], const float plane_no_unit[3])
{
float plane_co_other[3];
add_v3_v3v3(plane_co_other, plane_co, plane_no_unit);
return line_point_factor_v3(p, plane_co, plane_co_other);
}
float dist_to_plane_v3(const float p[3], const float plane_co[3], const float plane_no[3])
{
float plane_no_unit[3];
float plane_co_other[3];
normalize_v3_v3(plane_no_unit, plane_no);
add_v3_v3v3(plane_co_other, plane_co, plane_no_unit);
return line_point_factor_v3(p, plane_co, plane_co_other);
}
/* distance v1 to line-piece v2-v3 in 3D */
float dist_to_line_segment_v3(const float v1[3], const float v2[3], const float v3[3])
{
float closest[3];
closest_to_line_segment_v3(closest, v1, v2, v3);
return len_v3v3(closest, v1);
}
/******************************* Intersection ********************************/
/* intersect Line-Line, shorts */
int isect_line_line_v2_int(const int v1[2], const int v2[2], const int v3[2], const int v4[2])
{
float div, labda, mu;
div = (float)((v2[0] - v1[0]) * (v4[1] - v3[1]) - (v2[1] - v1[1]) * (v4[0] - v3[0]));
if (div == 0.0f) return ISECT_LINE_LINE_COLINEAR;
labda = ((float)(v1[1] - v3[1]) * (v4[0] - v3[0]) - (v1[0] - v3[0]) * (v4[1] - v3[1])) / div;
mu = ((float)(v1[1] - v3[1]) * (v2[0] - v1[0]) - (v1[0] - v3[0]) * (v2[1] - v1[1])) / div;
if (labda >= 0.0f && labda <= 1.0f && mu >= 0.0f && mu <= 1.0f) {
if (labda == 0.0f || labda == 1.0f || mu == 0.0f || mu == 1.0f) return ISECT_LINE_LINE_EXACT;
return ISECT_LINE_LINE_CROSS;
}
return ISECT_LINE_LINE_NONE;
}
/* intersect Line-Line, floats - gives intersection point */
int isect_line_line_v2_point(const float v1[2], const float v2[2], const float v3[2], const float v4[2], float vi[2])
{
float div;
div = (v2[0] - v1[0]) * (v4[1] - v3[1]) - (v2[1] - v1[1]) * (v4[0] - v3[0]);
if (div == 0.0f) return ISECT_LINE_LINE_COLINEAR;
vi[0] = ((v3[0] - v4[0]) * (v1[0] * v2[1] - v1[1] * v2[0]) - (v1[0] - v2[0]) * (v3[0] * v4[1] - v3[1] * v4[0])) / div;
vi[1] = ((v3[1] - v4[1]) * (v1[0] * v2[1] - v1[1] * v2[0]) - (v1[1] - v2[1]) * (v3[0] * v4[1] - v3[1] * v4[0])) / div;
return ISECT_LINE_LINE_CROSS;
}
/* intersect Line-Line, floats */
int isect_line_line_v2(const float v1[2], const float v2[2], const float v3[2], const float v4[2])
{
float div, labda, mu;
div = (v2[0] - v1[0]) * (v4[1] - v3[1]) - (v2[1] - v1[1]) * (v4[0] - v3[0]);
if (div == 0.0f) return ISECT_LINE_LINE_COLINEAR;
labda = ((float)(v1[1] - v3[1]) * (v4[0] - v3[0]) - (v1[0] - v3[0]) * (v4[1] - v3[1])) / div;
mu = ((float)(v1[1] - v3[1]) * (v2[0] - v1[0]) - (v1[0] - v3[0]) * (v2[1] - v1[1])) / div;
if (labda >= 0.0f && labda <= 1.0f && mu >= 0.0f && mu <= 1.0f) {
if (labda == 0.0f || labda == 1.0f || mu == 0.0f || mu == 1.0f) return ISECT_LINE_LINE_EXACT;
return ISECT_LINE_LINE_CROSS;
}
return ISECT_LINE_LINE_NONE;
}
/* get intersection point of two 2D segments and return intersection type:
* -1: collinear
* 1: intersection
*/
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])
{
float a1, a2, b1, b2, c1, c2, d;
float u, v;
const float eps = 0.000001f;
a1 = v2[0] - v1[0];
b1 = v4[0] - v3[0];
c1 = v1[0] - v4[0];
a2 = v2[1] - v1[1];
b2 = v4[1] - v3[1];
c2 = v1[1] - v4[1];
d = a1 * b2 - a2 * b1;
if (d == 0) {
if (a1 * c2 - a2 * c1 == 0.0f && b1 * c2 - b2 * c1 == 0.0f) { /* equal lines */
float a[2], b[2], c[2];
float u2;
if (len_v2v2(v1, v2) == 0.0f) {
if (len_v2v2(v3, v4) > eps) {
/* use non-point segment as basis */
SWAP(const float *, v1, v3);
SWAP(const float *, v2, v4);
}
else { /* both of segments are points */
if (equals_v2v2(v1, v3)) { /* points are equal */
copy_v2_v2(vi, v1);
return 1;
}
/* two different points */
return -1;
}
}
sub_v2_v2v2(a, v3, v1);
sub_v2_v2v2(b, v2, v1);
sub_v2_v2v2(c, v2, v1);
u = dot_v2v2(a, b) / dot_v2v2(c, c);
sub_v2_v2v2(a, v4, v1);
u2 = dot_v2v2(a, b) / dot_v2v2(c, c);
if (u > u2) SWAP(float, u, u2);
if (u > 1.0f + eps || u2 < -eps) return -1; /* non-ovlerlapping segments */
else if (max_ff(0.0f, u) == min_ff(1.0f, u2)) { /* one common point: can return result */
interp_v2_v2v2(vi, v1, v2, max_ff(0, u));
return 1;
}
}
/* lines are collinear */
return -1;
}
u = (c2 * b1 - b2 * c1) / d;
v = (c1 * a2 - a1 * c2) / d;
if (u >= -eps && u <= 1.0f + eps && v >= -eps && v <= 1.0f + eps) { /* intersection */
interp_v2_v2v2(vi, v1, v2, u);
return 1;
}
/* out of segment intersection */
return -1;
}
int isect_seg_seg_v2(const float v1[2], const float v2[2], const float v3[2], const float v4[2])
{
#define CCW(A, B, C) ((C[1] - A[1]) * (B[0] - A[0]) > (B[1]-A[1]) * (C[0]-A[0]))
return CCW(v1, v3, v4) != CCW(v2, v3, v4) && CCW(v1, v2, v3) != CCW(v1, v2, v4);
#undef CCW
}
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])
{
/* l1: coordinates (point of line)
* l2: coordinates (point of line)
* sp, r: coordinates and radius (sphere)
* r_p1, r_p2: return intersection coordinates
*/
/* adapted for use in blender by Campbell Barton - 2011
*
* atelier iebele abel - 2001
* atelier@iebele.nl
* http://www.iebele.nl
*
* sphere_line_intersection function adapted from:
* http://astronomy.swin.edu.au/pbourke/geometry/sphereline
* Paul Bourke pbourke@swin.edu.au
*/
const float ldir[3] = {
l2[0] - l1[0],
l2[1] - l1[1],
l2[2] - l1[2]
};
const float a = dot_v3v3(ldir, ldir);
const float b = 2.0f *
(ldir[0] * (l1[0] - sp[0]) +
ldir[1] * (l1[1] - sp[1]) +
ldir[2] * (l1[2] - sp[2]));
const float c =
dot_v3v3(sp, sp) +
dot_v3v3(l1, l1) -
(2.0f * dot_v3v3(sp, l1)) -
(r * r);
const float i = b * b - 4.0f * a * c;
float mu;
if (i < 0.0f) {
/* no intersections */
return 0;
}
else if (i == 0.0f) {
/* one intersection */
mu = -b / (2.0f * a);
madd_v3_v3v3fl(r_p1, l1, ldir, mu);
return 1;
}
else if (i > 0.0f) {
const float i_sqrt = sqrt(i); /* avoid calc twice */
/* first intersection */
mu = (-b + i_sqrt) / (2.0f * a);
madd_v3_v3v3fl(r_p1, l1, ldir, mu);
/* second intersection */
mu = (-b - i_sqrt) / (2.0f * a);
madd_v3_v3v3fl(r_p2, l1, ldir, mu);
return 2;
}
else {
/* math domain error - nan */
return -1;
}
}
/* keep in sync with isect_line_sphere_v3 */
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])
{
const float ldir[2] = {l2[0] - l1[0],
l2[1] - l1[1]};
const float a = dot_v2v2(ldir, ldir);
const float b = 2.0f *
(ldir[0] * (l1[0] - sp[0]) +
ldir[1] * (l1[1] - sp[1]));
const float c =
dot_v2v2(sp, sp) +
dot_v2v2(l1, l1) -
(2.0f * dot_v2v2(sp, l1)) -
(r * r);
const float i = b * b - 4.0f * a * c;
float mu;
if (i < 0.0f) {
/* no intersections */
return 0;
}
else if (i == 0.0f) {
/* one intersection */
mu = -b / (2.0f * a);
madd_v2_v2v2fl(r_p1, l1, ldir, mu);
return 1;
}
else if (i > 0.0f) {
const float i_sqrt = sqrt(i); /* avoid calc twice */
/* first intersection */
mu = (-b + i_sqrt) / (2.0f * a);
madd_v2_v2v2fl(r_p1, l1, ldir, mu);
/* second intersection */
mu = (-b - i_sqrt) / (2.0f * a);
madd_v2_v2v2fl(r_p2, l1, ldir, mu);
return 2;
}
else {
/* math domain error - nan */
return -1;
}
}
/**
* \return
* -1: collinear
* 1: intersection
*/
static short IsectLLPt2Df(const float x0, const float y0, const float x1, const float y1,
const float x2, const float y2, const float x3, const float y3, float *xi, float *yi)
{
/*
* this function computes the intersection of the sent lines
* and returns the intersection point, note that the function assumes
* the lines intersect. the function can handle vertical as well
* as horizontal lines. note the function isn't very clever, it simply
* applies the math, but we don't need speed since this is a
* pre-processing step
*/
float c1, c2; /* constants of linear equations */
float det_inv; /* the inverse of the determinant of the coefficient */
float m1, m2; /* the slopes of each line */
/*
* compute slopes, note the cludge for infinity, however, this will
* be close enough
*/
if (fabsf(x1 - x0) > 0.000001f)
m1 = (y1 - y0) / (x1 - x0);
else
return -1; /*m1 = (float)1e+10;*/ /* close enough to infinity */
if (fabsf(x3 - x2) > 0.000001f)
m2 = (y3 - y2) / (x3 - x2);
else
return -1; /*m2 = (float)1e+10;*/ /* close enough to infinity */
if (fabsf(m1 - m2) < 0.000001f)
return -1; /* parallel lines */
/* compute constants */
c1 = (y0 - m1 * x0);
c2 = (y2 - m2 * x2);
/* compute the inverse of the determinate */
det_inv = 1.0f / (-m1 + m2);
/* use Kramers rule to compute xi and yi */
*xi = ((-c2 + c1) * det_inv);
*yi = ((m2 * c1 - m1 * c2) * det_inv);
return 1;
}
/* point in tri */
/* only single direction */
int isect_point_tri_v2_cw(const float pt[2], const float v1[2], const float v2[2], const float v3[2])
{
if (line_point_side_v2(v1, v2, pt) >= 0.0f) {
if (line_point_side_v2(v2, v3, pt) >= 0.0f) {
if (line_point_side_v2(v3, v1, pt) >= 0.0f) {
return 1;
}
}
}
return 0;
}
int isect_point_tri_v2(const float pt[2], const float v1[2], const float v2[2], const float v3[2])
{
if (line_point_side_v2(v1, v2, pt) >= 0.0f) {
if (line_point_side_v2(v2, v3, pt) >= 0.0f) {
if (line_point_side_v2(v3, v1, pt) >= 0.0f) {
return 1;
}
}
}
else {
if (!(line_point_side_v2(v2, v3, pt) >= 0.0f)) {
if (!(line_point_side_v2(v3, v1, pt) >= 0.0f)) {
return -1;
}
}
}
return 0;
}
/* point in quad - only convex quads */
int isect_point_quad_v2(const float pt[2], const float v1[2], const float v2[2], const float v3[2], const float v4[2])
{
if (line_point_side_v2(v1, v2, pt) >= 0.0f) {
if (line_point_side_v2(v2, v3, pt) >= 0.0f) {
if (line_point_side_v2(v3, v4, pt) >= 0.0f) {
if (line_point_side_v2(v4, v1, pt) >= 0.0f) {
return 1;
}
}
}
}
else {
if (!(line_point_side_v2(v2, v3, pt) >= 0.0f)) {
if (!(line_point_side_v2(v3, v4, pt) >= 0.0f)) {
if (!(line_point_side_v2(v4, v1, pt) >= 0.0f)) {
return -1;
}
}
}
}
return 0;
}
/* moved from effect.c
* test if the line starting at p1 ending at p2 intersects the triangle v0..v2
* return non zero if it does
*/
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 *r_lambda, float r_uv[2])
{
float p[3], s[3], d[3], e1[3], e2[3], q[3];
float a, f, u, v;
sub_v3_v3v3(e1, v1, v0);
sub_v3_v3v3(e2, v2, v0);
sub_v3_v3v3(d, p2, p1);
cross_v3_v3v3(p, d, e2);
a = dot_v3v3(e1, p);
if ((a > -0.000001f) && (a < 0.000001f)) return 0;
f = 1.0f / a;
sub_v3_v3v3(s, p1, v0);
u = f * dot_v3v3(s, p);
if ((u < 0.0f) || (u > 1.0f)) return 0;
cross_v3_v3v3(q, s, e1);
v = f * dot_v3v3(d, q);
if ((v < 0.0f) || ((u + v) > 1.0f)) return 0;
*r_lambda = f * dot_v3v3(e2, q);
if ((*r_lambda < 0.0f) || (*r_lambda > 1.0f)) return 0;
if (r_uv) {
r_uv[0] = u;
r_uv[1] = v;
}
return 1;
}
/* moved from effect.c
* test if the ray starting at p1 going in d direction intersects the triangle v0..v2
* return non zero if it does
*/
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 *r_lambda, float r_uv[2])
{
float p[3], s[3], e1[3], e2[3], q[3];
float a, f, u, v;
sub_v3_v3v3(e1, v1, v0);
sub_v3_v3v3(e2, v2, v0);
cross_v3_v3v3(p, d, e2);
a = dot_v3v3(e1, p);
/* note: these values were 0.000001 in 2.4x but for projection snapping on
* a human head (1BU == 1m), subsurf level 2, this gave many errors - campbell */
if ((a > -0.00000001f) && (a < 0.00000001f)) return 0;
f = 1.0f / a;
sub_v3_v3v3(s, p1, v0);
u = f * dot_v3v3(s, p);
if ((u < 0.0f) || (u > 1.0f)) return 0;
cross_v3_v3v3(q, s, e1);
v = f * dot_v3v3(d, q);
if ((v < 0.0f) || ((u + v) > 1.0f)) return 0;
*r_lambda = f * dot_v3v3(e2, q);
if ((*r_lambda < 0.0f)) return 0;
if (r_uv) {
r_uv[0] = u;
r_uv[1] = v;
}
return 1;
}
/**
* 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(const float p1[3], const float d[3],
const float v0[3], const float v1[3], const float v2[3],
float *r_lambda, const int clip)
{
float p[3], s[3], e1[3], e2[3], q[3];
float a, f;
/* float u, v; */ /*UNUSED*/
sub_v3_v3v3(e1, v1, v0);
sub_v3_v3v3(e2, v2, v0);
cross_v3_v3v3(p, d, e2);
a = dot_v3v3(e1, p);
/* note: these values were 0.000001 in 2.4x but for projection snapping on
* a human head (1BU == 1m), subsurf level 2, this gave many errors - campbell */
if ((a > -0.00000001f) && (a < 0.00000001f)) return 0;
f = 1.0f / a;
sub_v3_v3v3(s, p1, v0);
/* u = f * dot_v3v3(s, p); */ /*UNUSED*/
cross_v3_v3v3(q, s, e1);
/* v = f * dot_v3v3(d, q); */ /*UNUSED*/
*r_lambda = f * dot_v3v3(e2, q);
if (clip && (*r_lambda < 0.0f)) return 0;
return 1;
}
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 *r_lambda, float uv[2], const float epsilon)
{
float p[3], s[3], e1[3], e2[3], q[3];
float a, f, u, v;
sub_v3_v3v3(e1, v1, v0);
sub_v3_v3v3(e2, v2, v0);
cross_v3_v3v3(p, d, e2);
a = dot_v3v3(e1, p);
if (a == 0.0f) return 0;
f = 1.0f / a;
sub_v3_v3v3(s, p1, v0);
u = f * dot_v3v3(s, p);
if ((u < -epsilon) || (u > 1.0f + epsilon)) return 0;
cross_v3_v3v3(q, s, e1);
v = f * dot_v3v3(d, q);
if ((v < -epsilon) || ((u + v) > 1.0f + epsilon)) return 0;
*r_lambda = f * dot_v3v3(e2, q);
if ((*r_lambda < 0.0f)) return 0;
if (uv) {
uv[0] = u;
uv[1] = v;
}
return 1;
}
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 *r_lambda, float r_uv[2], const float threshold)
{
float p[3], s[3], e1[3], e2[3], q[3];
float a, f, u, v;
float du = 0, dv = 0;
sub_v3_v3v3(e1, v1, v0);
sub_v3_v3v3(e2, v2, v0);
cross_v3_v3v3(p, d, e2);
a = dot_v3v3(e1, p);
if ((a > -0.000001f) && (a < 0.000001f)) return 0;
f = 1.0f / a;
sub_v3_v3v3(s, p1, v0);
cross_v3_v3v3(q, s, e1);
*r_lambda = f * dot_v3v3(e2, q);
if ((*r_lambda < 0.0f)) return 0;
u = f * dot_v3v3(s, p);
v = f * dot_v3v3(d, q);
if (u < 0) du = u;
if (u > 1) du = u - 1;
if (v < 0) dv = v;
if (v > 1) dv = v - 1;
if (u > 0 && v > 0 && u + v > 1) {
float t = u + v - 1;
du = u - t / 2;
dv = v - t / 2;
}
mul_v3_fl(e1, du);
mul_v3_fl(e2, dv);
if (dot_v3v3(e1, e1) + dot_v3v3(e2, e2) > threshold * threshold) {
return 0;
}
if (r_uv) {
r_uv[0] = u;
r_uv[1] = v;
}
return 1;
}
/**
* 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)
{
float l_vec[3]; /* l1 -> l2 normalized vector */
float p_no[3]; /* 'plane_no' normalized */
float dot;
sub_v3_v3v3(l_vec, l2, l1);
normalize_v3(l_vec);
normalize_v3_v3(p_no, plane_no);
dot = dot_v3v3(l_vec, p_no);
if (dot == 0.0f) {
return 0;
}
else {
float l1_plane[3]; /* line point aligned with the plane */
float dist; /* 'plane_no' aligned distance to the 'plane_co' */
/* for predictable flipping since the plane is only used to
* define a direction, ignore its flipping and aligned with 'l_vec' */
if (dot < 0.0f) {
dot = -dot;
negate_v3(p_no);
}
add_v3_v3v3(l1_plane, l1, p_no);
dist = line_point_factor_v3(plane_co, l1, l1_plane);
/* treat line like a ray, when 'no_flip' is set */
if (no_flip && dist < 0.0f) {
dist = -dist;
}
mul_v3_fl(l_vec, dist / dot);
add_v3_v3v3(out, l1, l_vec);
return 1;
}
}
/**
* Intersect two planes, return a point on the intersection and a vector
* that runs on the direction of the intersection.
* Return error code is the same as 'isect_line_line_v3'.
*
* \param r_isect_co The resulting intersection point.
* \param r_isect_no The resulting vector of the intersection.
* \param plane_a_co The point on the first plane.
* \param plane_a_no The normal of the first plane.
* \param plane_b_co The point on the second plane.
* \param plane_b_no The normal of the second plane.
*
* \note return normal isn't unit length
*/
void isect_plane_plane_v3(float r_isect_co[3], float r_isect_no[3],
const float plane_a_co[3], const float plane_a_no[3],
const float plane_b_co[3], const float plane_b_no[3])
{
float plane_a_co_other[3];
cross_v3_v3v3(r_isect_no, plane_a_no, plane_b_no); /* direction is simply the cross product */
cross_v3_v3v3(plane_a_co_other, plane_a_no, r_isect_no);
add_v3_v3(plane_a_co_other, plane_a_co);
isect_line_plane_v3(r_isect_co, plane_a_co, plane_a_co_other, plane_b_co, plane_b_no, FALSE);
}
/* Adapted from the paper by Kasper Fauerby */
/* "Improved Collision detection and Response" */
static int getLowestRoot(const float a, const float b, const float c, const float maxR, float *root)
{
/* Check if a solution exists */
float determinant = b * b - 4.0f * a * c;
/* If determinant is negative it means no solutions. */
if (determinant >= 0.0f) {
/* calculate the two roots: (if determinant == 0 then
* x1==x2 but lets disregard that slight optimization) */
float sqrtD = (float)sqrt(determinant);
float r1 = (-b - sqrtD) / (2.0f * a);
float r2 = (-b + sqrtD) / (2.0f * a);
/* Sort so x1 <= x2 */
if (r1 > r2)
SWAP(float, r1, r2);
/* Get lowest root: */
if (r1 > 0.0f && r1 < maxR) {
*root = r1;
return 1;
}
/* It is possible that we want x2 - this can happen */
/* if x1 < 0 */
if (r2 > 0.0f && r2 < maxR) {
*root = r2;
return 1;
}
}
/* No (valid) solutions */
return 0;
}
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 *r_lambda, float ipoint[3])
{
float e1[3], e2[3], e3[3], point[3], vel[3], /*dist[3],*/ nor[3], temp[3], bv[3];
float a, b, c, d, e, x, y, z, radius2 = radius * radius;
float elen2, edotv, edotbv, nordotv;
float newLambda;
int found_by_sweep = 0;
sub_v3_v3v3(e1, v1, v0);
sub_v3_v3v3(e2, v2, v0);
sub_v3_v3v3(vel, p2, p1);
/*---test plane of tri---*/
cross_v3_v3v3(nor, e1, e2);
normalize_v3(nor);
/* flip normal */
if (dot_v3v3(nor, vel) > 0.0f) negate_v3(nor);
a = dot_v3v3(p1, nor) - dot_v3v3(v0, nor);
nordotv = dot_v3v3(nor, vel);
if (fabsf(nordotv) < 0.000001f) {
if (fabsf(a) >= radius) {
return 0;
}
}
else {
float t0 = (-a + radius) / nordotv;
float t1 = (-a - radius) / nordotv;
if (t0 > t1)
SWAP(float, t0, t1);
if (t0 > 1.0f || t1 < 0.0f) return 0;
/* clamp to [0,1] */
CLAMP(t0, 0.0f, 1.0f);
CLAMP(t1, 0.0f, 1.0f);
/*---test inside of tri---*/
/* plane intersection point */
point[0] = p1[0] + vel[0] * t0 - nor[0] * radius;
point[1] = p1[1] + vel[1] * t0 - nor[1] * radius;
point[2] = p1[2] + vel[2] * t0 - nor[2] * radius;
/* is the point in the tri? */
a = dot_v3v3(e1, e1);
b = dot_v3v3(e1, e2);
c = dot_v3v3(e2, e2);
sub_v3_v3v3(temp, point, v0);
d = dot_v3v3(temp, e1);
e = dot_v3v3(temp, e2);
x = d * c - e * b;
y = e * a - d * b;
z = x + y - (a * c - b * b);
if (z <= 0.0f && (x >= 0.0f && y >= 0.0f)) {
//(((unsigned int)z)& ~(((unsigned int)x)|((unsigned int)y))) & 0x80000000) {
*r_lambda = t0;
copy_v3_v3(ipoint, point);
return 1;
}
}
*r_lambda = 1.0f;
/*---test points---*/
a = dot_v3v3(vel, vel);
/*v0*/
sub_v3_v3v3(temp, p1, v0);
b = 2.0f * dot_v3v3(vel, temp);
c = dot_v3v3(temp, temp) - radius2;
if (getLowestRoot(a, b, c, *r_lambda, r_lambda)) {
copy_v3_v3(ipoint, v0);
found_by_sweep = 1;
}
/*v1*/
sub_v3_v3v3(temp, p1, v1);
b = 2.0f * dot_v3v3(vel, temp);
c = dot_v3v3(temp, temp) - radius2;
if (getLowestRoot(a, b, c, *r_lambda, r_lambda)) {
copy_v3_v3(ipoint, v1);
found_by_sweep = 1;
}
/*v2*/
sub_v3_v3v3(temp, p1, v2);
b = 2.0f * dot_v3v3(vel, temp);
c = dot_v3v3(temp, temp) - radius2;
if (getLowestRoot(a, b, c, *r_lambda, r_lambda)) {
copy_v3_v3(ipoint, v2);
found_by_sweep = 1;
}
/*---test edges---*/
sub_v3_v3v3(e3, v2, v1); /* wasnt yet calculated */
/*e1*/
sub_v3_v3v3(bv, v0, p1);
elen2 = dot_v3v3(e1, e1);
edotv = dot_v3v3(e1, vel);
edotbv = dot_v3v3(e1, bv);
a = elen2 * (-dot_v3v3(vel, vel)) + edotv * edotv;
b = 2.0f * (elen2 * dot_v3v3(vel, bv) - edotv * edotbv);
c = elen2 * (radius2 - dot_v3v3(bv, bv)) + edotbv * edotbv;
if (getLowestRoot(a, b, c, *r_lambda, &newLambda)) {
e = (edotv * newLambda - edotbv) / elen2;
if (e >= 0.0f && e <= 1.0f) {
*r_lambda = newLambda;
copy_v3_v3(ipoint, e1);
mul_v3_fl(ipoint, e);
add_v3_v3(ipoint, v0);
found_by_sweep = 1;
}
}
/*e2*/
/*bv is same*/
elen2 = dot_v3v3(e2, e2);
edotv = dot_v3v3(e2, vel);
edotbv = dot_v3v3(e2, bv);
a = elen2 * (-dot_v3v3(vel, vel)) + edotv * edotv;
b = 2.0f * (elen2 * dot_v3v3(vel, bv) - edotv * edotbv);
c = elen2 * (radius2 - dot_v3v3(bv, bv)) + edotbv * edotbv;
if (getLowestRoot(a, b, c, *r_lambda, &newLambda)) {
e = (edotv * newLambda - edotbv) / elen2;
if (e >= 0.0f && e <= 1.0f) {
*r_lambda = newLambda;
copy_v3_v3(ipoint, e2);
mul_v3_fl(ipoint, e);
add_v3_v3(ipoint, v0);
found_by_sweep = 1;
}
}
/*e3*/
/* sub_v3_v3v3(bv,v0,p1); */ /* UNUSED */
/* elen2 = dot_v3v3(e1,e1); */ /* UNUSED */
/* edotv = dot_v3v3(e1,vel); */ /* UNUSED */
/* edotbv = dot_v3v3(e1,bv); */ /* UNUSED */
sub_v3_v3v3(bv, v1, p1);
elen2 = dot_v3v3(e3, e3);
edotv = dot_v3v3(e3, vel);
edotbv = dot_v3v3(e3, bv);
a = elen2 * (-dot_v3v3(vel, vel)) + edotv * edotv;
b = 2.0f * (elen2 * dot_v3v3(vel, bv) - edotv * edotbv);
c = elen2 * (radius2 - dot_v3v3(bv, bv)) + edotbv * edotbv;
if (getLowestRoot(a, b, c, *r_lambda, &newLambda)) {
e = (edotv * newLambda - edotbv) / elen2;
if (e >= 0.0f && e <= 1.0f) {
*r_lambda = newLambda;
copy_v3_v3(ipoint, e3);
mul_v3_fl(ipoint, e);
add_v3_v3(ipoint, v1);
found_by_sweep = 1;
}
}
return found_by_sweep;
}
int isect_axial_line_tri_v3(const 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)
{
float p[3], e1[3], e2[3];
float u, v, f;
int a0 = axis, a1 = (axis + 1) % 3, a2 = (axis + 2) % 3;
#if 0
return isect_line_tri_v3(p1,p2,v0,v1,v2,lambda);
/* first a simple bounding box test */
if (MIN3(v0[a1],v1[a1],v2[a1]) > p1[a1]) return 0;
if (MIN3(v0[a2],v1[a2],v2[a2]) > p1[a2]) return 0;
if (MAX3(v0[a1],v1[a1],v2[a1]) < p1[a1]) return 0;
if (MAX3(v0[a2],v1[a2],v2[a2]) < p1[a2]) return 0;
/* then a full intersection test */
#endif
sub_v3_v3v3(e1, v1, v0);
sub_v3_v3v3(e2, v2, v0);
sub_v3_v3v3(p, v0, p1);
f = (e2[a1] * e1[a2] - e2[a2] * e1[a1]);
if ((f > -0.000001f) && (f < 0.000001f)) return 0;
v = (p[a2] * e1[a1] - p[a1] * e1[a2]) / f;
if ((v < 0.0f) || (v > 1.0f)) return 0;
f = e1[a1];
if ((f > -0.000001f) && (f < 0.000001f)) {
f = e1[a2];
if ((f > -0.000001f) && (f < 0.000001f)) return 0;
u = (-p[a2] - v * e2[a2]) / f;
}
else
u = (-p[a1] - v * e2[a1]) / f;
if ((u < 0.0f) || ((u + v) > 1.0f)) return 0;
*r_lambda = (p[a0] + u * e1[a0] + v * e2[a0]) / (p2[a0] - p1[a0]);
if ((*r_lambda < 0.0f) || (*r_lambda > 1.0f)) return 0;
return 1;
}
/**
* \return 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])
{
float a[3], b[3], c[3], ab[3], cb[3], dir1[3], dir2[3];
float d;
sub_v3_v3v3(c, v3, v1);
sub_v3_v3v3(a, v2, v1);
sub_v3_v3v3(b, v4, v3);
normalize_v3_v3(dir1, a);
normalize_v3_v3(dir2, b);
d = dot_v3v3(dir1, dir2);
if (d == 1.0f || d == -1.0f) {
/* colinear */
return 0;
}
cross_v3_v3v3(ab, a, b);
d = dot_v3v3(c, ab);
/* test if the two lines are coplanar */
if (d > -0.000001f && d < 0.000001f) {
cross_v3_v3v3(cb, c, b);
mul_v3_fl(a, dot_v3v3(cb, ab) / dot_v3v3(ab, ab));
add_v3_v3v3(i1, v1, a);
copy_v3_v3(i2, i1);
return 1; /* one intersection only */
}
/* if not */
else {
float n[3], t[3];
float v3t[3], v4t[3];
sub_v3_v3v3(t, v1, v3);
/* offset between both plane where the lines lies */
cross_v3_v3v3(n, a, b);
project_v3_v3v3(t, t, n);
/* for the first line, offset the second line until it is coplanar */
add_v3_v3v3(v3t, v3, t);
add_v3_v3v3(v4t, v4, t);
sub_v3_v3v3(c, v3t, v1);
sub_v3_v3v3(a, v2, v1);
sub_v3_v3v3(b, v4t, v3t);
cross_v3_v3v3(ab, a, b);
cross_v3_v3v3(cb, c, b);
mul_v3_fl(a, dot_v3v3(cb, ab) / dot_v3v3(ab, ab));
add_v3_v3v3(i1, v1, a);
/* for the second line, just substract the offset from the first intersection point */
sub_v3_v3v3(i2, i1, t);
return 2; /* two nearest points */
}
}
/* Intersection point strictly between the two lines
* 0 when no intersection is found
* */
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 *r_lambda)
{
float a[3], b[3], c[3], ab[3], cb[3], ca[3], dir1[3], dir2[3];
float d;
sub_v3_v3v3(c, v3, v1);
sub_v3_v3v3(a, v2, v1);
sub_v3_v3v3(b, v4, v3);
normalize_v3_v3(dir1, a);
normalize_v3_v3(dir2, b);
d = dot_v3v3(dir1, dir2);
if (d == 1.0f || d == -1.0f || d == 0) {
/* colinear or one vector is zero-length*/
return 0;
}
cross_v3_v3v3(ab, a, b);
d = dot_v3v3(c, ab);
/* test if the two lines are coplanar */
if (d > -0.000001f && d < 0.000001f) {
float f1, f2;
cross_v3_v3v3(cb, c, b);
cross_v3_v3v3(ca, c, a);
f1 = dot_v3v3(cb, ab) / dot_v3v3(ab, ab);
f2 = dot_v3v3(ca, ab) / dot_v3v3(ab, ab);
if (f1 >= 0 && f1 <= 1 &&
f2 >= 0 && f2 <= 1)
{
mul_v3_fl(a, f1);
add_v3_v3v3(vi, v1, a);
if (r_lambda) *r_lambda = f1;
return 1; /* intersection found */
}
else {
return 0;
}
}
else {
return 0;
}
}
int isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3])
{
return (min1[0] < max2[0] && min1[1] < max2[1] && min1[2] < max2[2] &&
min2[0] < max1[0] && min2[1] < max1[1] && min2[2] < max1[2]);
}
void isect_ray_aabb_initialize(IsectRayAABBData *data, const float ray_start[3], const float ray_direction[3])
{
copy_v3_v3(data->ray_start, ray_start);
data->ray_inv_dir[0] = 1.0f / ray_direction[0];
data->ray_inv_dir[1] = 1.0f / ray_direction[1];
data->ray_inv_dir[2] = 1.0f / ray_direction[2];
data->sign[0] = data->ray_inv_dir[0] < 0;
data->sign[1] = data->ray_inv_dir[1] < 0;
data->sign[2] = data->ray_inv_dir[2] < 0;
}
/* Adapted from http://www.gamedev.net/community/forums/topic.asp?topic_id=459973 */
int isect_ray_aabb(const IsectRayAABBData *data, const float bb_min[3],
const float bb_max[3], float *tmin_out)
{
float bbox[2][3];
float tmin, tmax, tymin, tymax, tzmin, tzmax;
copy_v3_v3(bbox[0], bb_min);
copy_v3_v3(bbox[1], bb_max);
tmin = (bbox[data->sign[0]][0] - data->ray_start[0]) * data->ray_inv_dir[0];
tmax = (bbox[1 - data->sign[0]][0] - data->ray_start[0]) * data->ray_inv_dir[0];
tymin = (bbox[data->sign[1]][1] - data->ray_start[1]) * data->ray_inv_dir[1];
tymax = (bbox[1 - data->sign[1]][1] - data->ray_start[1]) * data->ray_inv_dir[1];
if ((tmin > tymax) || (tymin > tmax))
return FALSE;
if (tymin > tmin)
tmin = tymin;
if (tymax < tmax)
tmax = tymax;
tzmin = (bbox[data->sign[2]][2] - data->ray_start[2]) * data->ray_inv_dir[2];
tzmax = (bbox[1 - data->sign[2]][2] - data->ray_start[2]) * data->ray_inv_dir[2];
if ((tmin > tzmax) || (tzmin > tmax))
return FALSE;
if (tzmin > tmin)
tmin = tzmin;
/* XXX jwilkins: tmax does not need to be updated since we don't use it
* keeping this here for future reference */
//if (tzmax < tmax) tmax = tzmax;
if (tmin_out)
(*tmin_out) = tmin;
return TRUE;
}
/* find closest point to p on line through l1,l2 and return lambda,
* where (0 <= lambda <= 1) when cp is in the line segment l1,l2
*/
float closest_to_line_v3(float cp[3], const float p[3], const float l1[3], const float l2[3])
{
float h[3], u[3], lambda;
sub_v3_v3v3(u, l2, l1);
sub_v3_v3v3(h, p, l1);
lambda = dot_v3v3(u, h) / dot_v3v3(u, u);
cp[0] = l1[0] + u[0] * lambda;
cp[1] = l1[1] + u[1] * lambda;
cp[2] = l1[2] + u[2] * lambda;
return lambda;
}
float closest_to_line_v2(float cp[2], const float p[2], const float l1[2], const float l2[2])
{
float h[2], u[2], lambda;
sub_v2_v2v2(u, l2, l1);
sub_v2_v2v2(h, p, l1);
lambda = dot_v2v2(u, h) / dot_v2v2(u, u);
cp[0] = l1[0] + u[0] * lambda;
cp[1] = l1[1] + u[1] * lambda;
return lambda;
}
/* little sister we only need to know lambda */
float line_point_factor_v3(const float p[3], const float l1[3], const float l2[3])
{
float h[3], u[3];
sub_v3_v3v3(u, l2, l1);
sub_v3_v3v3(h, p, l1);
return (dot_v3v3(u, h) / dot_v3v3(u, u));
}
float line_point_factor_v2(const float p[2], const float l1[2], const float l2[2])
{
float h[2], u[2];
sub_v2_v2v2(u, l2, l1);
sub_v2_v2v2(h, p, l1);
return (dot_v2v2(u, h) / dot_v2v2(u, u));
}
/* ensure the distance between these points is no greater then 'dist'
* if it is, scale then both into the center */
void limit_dist_v3(float v1[3], float v2[3], const float dist)
{
const float dist_old = len_v3v3(v1, v2);
if (dist_old > dist) {
float v1_old[3];
float v2_old[3];
float fac = (dist / dist_old) * 0.5f;
copy_v3_v3(v1_old, v1);
copy_v3_v3(v2_old, v2);
interp_v3_v3v3(v1, v1_old, v2_old, 0.5f - fac);
interp_v3_v3v3(v2, v1_old, v2_old, 0.5f + fac);
}
}
/* Similar to LineIntersectsTriangleUV, except it operates on a quad and in 2d, assumes point is in quad */
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 r_uv[2])
{
float x0, y0, x1, y1, wtot, v2d[2], w1, w2;
/* used for parallel lines */
float pt3d[3], l1[3], l2[3], pt_on_line[3];
/* compute 2 edges of the quad intersection point */
if (IsectLLPt2Df(v0[0], v0[1], v1[0], v1[1], v2[0], v2[1], v3[0], v3[1], &x0, &y0) == 1) {
/* the intersection point between the quad-edge intersection and the point in the quad we want the uv's for */
/* should never be paralle !! */
/*printf("\tnot parallel 1\n");*/
IsectLLPt2Df(pt[0], pt[1], x0, y0, v0[0], v0[1], v3[0], v3[1], &x1, &y1);
/* Get the weights from the new intersection point, to each edge */
v2d[0] = x1 - v0[0];
v2d[1] = y1 - v0[1];
w1 = len_v2(v2d);
v2d[0] = x1 - v3[0]; /* some but for the other vert */
v2d[1] = y1 - v3[1];
w2 = len_v2(v2d);
wtot = w1 + w2;
/*w1 = w1/wtot;*/
/*w2 = w2/wtot;*/
r_uv[0] = w1 / wtot;
}
else {
/* lines are parallel, lambda_cp_line_ex is 3d grrr */
/*printf("\tparallel1\n");*/
pt3d[0] = pt[0];
pt3d[1] = pt[1];
pt3d[2] = l1[2] = l2[2] = 0.0f;
l1[0] = v0[0];
l1[1] = v0[1];
l2[0] = v1[0];
l2[1] = v1[1];
closest_to_line_v3(pt_on_line, pt3d, l1, l2);
v2d[0] = pt[0] - pt_on_line[0]; /* same, for the other vert */
v2d[1] = pt[1] - pt_on_line[1];
w1 = len_v2(v2d);
l1[0] = v2[0];
l1[1] = v2[1];
l2[0] = v3[0];
l2[1] = v3[1];
closest_to_line_v3(pt_on_line, pt3d, l1, l2);
v2d[0] = pt[0] - pt_on_line[0]; /* same, for the other vert */
v2d[1] = pt[1] - pt_on_line[1];
w2 = len_v2(v2d);
wtot = w1 + w2;
r_uv[0] = w1 / wtot;
}
/* Same as above to calc the uv[1] value, alternate calculation */
if (IsectLLPt2Df(v0[0], v0[1], v3[0], v3[1], v1[0], v1[1], v2[0], v2[1], &x0, &y0) == 1) { /* was v0,v1 v2,v3 now v0,v3 v1,v2*/
/* never paralle if above was not */
/*printf("\tnot parallel2\n");*/
IsectLLPt2Df(pt[0], pt[1], x0, y0, v0[0], v0[1], v1[0], v1[1], &x1, &y1); /* was v0,v3 now v0,v1*/
v2d[0] = x1 - v0[0];
v2d[1] = y1 - v0[1];
w1 = len_v2(v2d);
v2d[0] = x1 - v1[0];
v2d[1] = y1 - v1[1];
w2 = len_v2(v2d);
wtot = w1 + w2;
r_uv[1] = w1 / wtot;
}
else {
/* lines are parallel, lambda_cp_line_ex is 3d grrr */
/*printf("\tparallel2\n");*/
pt3d[0] = pt[0];
pt3d[1] = pt[1];
pt3d[2] = l1[2] = l2[2] = 0.0f;
l1[0] = v0[0];
l1[1] = v0[1];
l2[0] = v3[0];
l2[1] = v3[1];
closest_to_line_v3(pt_on_line, pt3d, l1, l2);
v2d[0] = pt[0] - pt_on_line[0]; /* some but for the other vert */
v2d[1] = pt[1] - pt_on_line[1];
w1 = len_v2(v2d);
l1[0] = v1[0];
l1[1] = v1[1];
l2[0] = v2[0];
l2[1] = v2[1];
closest_to_line_v3(pt_on_line, pt3d, l1, l2);
v2d[0] = pt[0] - pt_on_line[0]; /* some but for the other vert */
v2d[1] = pt[1] - pt_on_line[1];
w2 = len_v2(v2d);
wtot = w1 + w2;
r_uv[1] = w1 / wtot;
}
/* may need to flip UV's here */
}
/* same as above but does tri's and quads, tri's are a bit of a hack */
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 r_uv[2])
{
if (isquad) {
isect_point_quad_uv_v2(v0, v1, v2, v3, pt, r_uv);
}
else {
/* not for quads, use for our abuse of LineIntersectsTriangleUV */
float p1_3d[3], p2_3d[3], v0_3d[3], v1_3d[3], v2_3d[3], lambda;
p1_3d[0] = p2_3d[0] = r_uv[0];
p1_3d[1] = p2_3d[1] = r_uv[1];
p1_3d[2] = 1.0f;
p2_3d[2] = -1.0f;
v0_3d[2] = v1_3d[2] = v2_3d[2] = 0.0;
/* generate a new fuv, (this is possibly a non optimal solution,
* since we only need 2d calculation but use 3d func's)
*
* this method makes an imaginary triangle in 2d space using the UV's from the derived mesh face
* Then find new uv coords using the fuv and this face with LineIntersectsTriangleUV.
* This means the new values will be correct in relation to the derived meshes face.
*/
copy_v2_v2(v0_3d, v0);
copy_v2_v2(v1_3d, v1);
copy_v2_v2(v2_3d, v2);
/* Doing this in 3D is not nice */
isect_line_tri_v3(p1_3d, p2_3d, v0_3d, v1_3d, v2_3d, &lambda, r_uv);
}
}
#if 0 /* XXX this version used to be used in isect_point_tri_v2_int() and was called IsPointInTri2D */
int isect_point_tri_v2(float pt[2], float v1[2], float v2[2], float v3[2])
{
float inp1, inp2, inp3;
inp1 = (v2[0] - v1[0]) * (v1[1] - pt[1]) + (v1[1] - v2[1]) * (v1[0] - pt[0]);
inp2 = (v3[0] - v2[0]) * (v2[1] - pt[1]) + (v2[1] - v3[1]) * (v2[0] - pt[0]);
inp3 = (v1[0] - v3[0]) * (v3[1] - pt[1]) + (v3[1] - v1[1]) * (v3[0] - pt[0]);
if (inp1 <= 0.0f && inp2 <= 0.0f && inp3 <= 0.0f) return 1;
if (inp1 >= 0.0f && inp2 >= 0.0f && inp3 >= 0.0f) return 1;
return 0;
}
#endif
#if 0
int isect_point_tri_v2(float v0[2], float v1[2], float v2[2], float pt[2])
{
/* not for quads, use for our abuse of LineIntersectsTriangleUV */
float p1_3d[3], p2_3d[3], v0_3d[3], v1_3d[3], v2_3d[3];
/* not used */
float lambda, uv[3];
p1_3d[0] = p2_3d[0] = uv[0] = pt[0];
p1_3d[1] = p2_3d[1] = uv[1] = uv[2] = pt[1];
p1_3d[2] = 1.0f;
p2_3d[2] = -1.0f;
v0_3d[2] = v1_3d[2] = v2_3d[2] = 0.0;
/* generate a new fuv, (this is possibly a non optimal solution,
* since we only need 2d calculation but use 3d func's)
*
* this method makes an imaginary triangle in 2d space using the UV's from the derived mesh face
* Then find new uv coords using the fuv and this face with LineIntersectsTriangleUV.
* This means the new values will be correct in relation to the derived meshes face.
*/
copy_v2_v2(v0_3d, v0);
copy_v2_v2(v1_3d, v1);
copy_v2_v2(v2_3d, v2);
/* Doing this in 3D is not nice */
return isect_line_tri_v3(p1_3d, p2_3d, v0_3d, v1_3d, v2_3d, &lambda, uv);
}
#endif
/*
* x1,y2
* | \
* | \ .(a,b)
* | \
* x1,y1-- x2,y1
*/
int isect_point_tri_v2_int(const int x1, const int y1, const int x2, const int y2, const int a, const int b)
{
float v1[2], v2[2], v3[2], p[2];
v1[0] = (float)x1;
v1[1] = (float)y1;
v2[0] = (float)x1;
v2[1] = (float)y2;
v3[0] = (float)x2;
v3[1] = (float)y1;
p[0] = (float)a;
p[1] = (float)b;
return isect_point_tri_v2(p, v1, v2, v3);
}
static int point_in_slice(const float p[3], const float v1[3], const float l1[3], const float l2[3])
{
/*
* what is a slice ?
* some maths:
* a line including l1,l2 and a point not on the line
* define a subset of R3 delimited by planes parallel to the line and orthogonal
* to the (point --> line) distance vector,one plane on the line one on the point,
* the room inside usually is rather small compared to R3 though still infinite
* useful for restricting (speeding up) searches
* e.g. all points of triangular prism are within the intersection of 3 'slices'
* another trivial case : cube
* but see a 'spat' which is a deformed cube with paired parallel planes needs only 3 slices too
*/
float h, rp[3], cp[3], q[3];
closest_to_line_v3(cp, v1, l1, l2);
sub_v3_v3v3(q, cp, v1);
sub_v3_v3v3(rp, p, v1);
h = dot_v3v3(q, rp) / dot_v3v3(q, q);
if (h < 0.0f || h > 1.0f) return 0;
return 1;
}
#if 0
/* adult sister defining the slice planes by the origin and the normal
* NOTE |normal| may not be 1 but defining the thickness of the slice */
static int point_in_slice_as(float p[3], float origin[3], float normal[3])
{
float h, rp[3];
sub_v3_v3v3(rp, p, origin);
h = dot_v3v3(normal, rp) / dot_v3v3(normal, normal);
if (h < 0.0f || h > 1.0f) return 0;
return 1;
}
/*mama (knowing the squared length of the normal)*/
static int point_in_slice_m(float p[3], float origin[3], float normal[3], float lns)
{
float h, rp[3];
sub_v3_v3v3(rp, p, origin);
h = dot_v3v3(normal, rp) / lns;
if (h < 0.0f || h > 1.0f) return 0;
return 1;
}
#endif
int isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3])
{
if (!point_in_slice(p, v1, v2, v3)) return 0;
if (!point_in_slice(p, v2, v3, v1)) return 0;
if (!point_in_slice(p, v3, v1, v2)) return 0;
return 1;
}
int clip_line_plane(float p1[3], float p2[3], const float plane[4])
{
float dp[3], n[3], div, t, pc[3];
copy_v3_v3(n, plane);
sub_v3_v3v3(dp, p2, p1);
div = dot_v3v3(dp, n);
if (div == 0.0f) /* parallel */
return 1;
t = -(dot_v3v3(p1, n) + plane[3]) / div;
if (div > 0.0f) {
/* behind plane, completely clipped */
if (t >= 1.0f) {
zero_v3(p1);
zero_v3(p2);
return 0;
}
/* intersect plane */
if (t > 0.0f) {
madd_v3_v3v3fl(pc, p1, dp, t);
copy_v3_v3(p1, pc);
return 1;
}
return 1;
}
else {
/* behind plane, completely clipped */
if (t <= 0.0f) {
zero_v3(p1);
zero_v3(p2);
return 0;
}
/* intersect plane */
if (t < 1.0f) {
madd_v3_v3v3fl(pc, p1, dp, t);
copy_v3_v3(p2, pc);
return 1;
}
return 1;
}
}
void plot_line_v2v2i(const int p1[2], const int p2[2], int (*callback)(int, int, void *), void *userData)
{
int x1 = p1[0];
int y1 = p1[1];
int x2 = p2[0];
int y2 = p2[1];
signed char ix;
signed char iy;
/* if x1 == x2 or y1 == y2, then it does not matter what we set here */
int delta_x = (x2 > x1 ? (ix = 1, x2 - x1) : (ix = -1, x1 - x2)) << 1;
int delta_y = (y2 > y1 ? (iy = 1, y2 - y1) : (iy = -1, y1 - y2)) << 1;
if (callback(x1, y1, userData) == 0) {
return;
}
if (delta_x >= delta_y) {
/* error may go below zero */
int error = delta_y - (delta_x >> 1);
while (x1 != x2) {
if (error >= 0) {
if (error || (ix > 0)) {
y1 += iy;
error -= delta_x;
}
/* else do nothing */
}
/* else do nothing */
x1 += ix;
error += delta_y;
if (callback(x1, y1, userData) == 0) {
return;
}
}
}
else {
/* error may go below zero */
int error = delta_x - (delta_y >> 1);
while (y1 != y2) {
if (error >= 0) {
if (error || (iy > 0)) {
x1 += ix;
error -= delta_y;
}
/* else do nothing */
}
/* else do nothing */
y1 += iy;
error += delta_x;
if (callback(x1, y1, userData) == 0) {
return;
}
}
}
}
/****************************** Interpolation ********************************/
/* get the 2 dominant axis values, 0==X, 1==Y, 2==Z */
void axis_dominant_v3(int *axis_a, int *axis_b, const float axis[3])
{
const float xn = fabsf(axis[0]);
const float yn = fabsf(axis[1]);
const float zn = fabsf(axis[2]);
if (zn >= xn && zn >= yn) { *axis_a = 0; *axis_b = 1; }
else if (yn >= xn && yn >= zn) { *axis_a = 0; *axis_b = 2; }
else { *axis_a = 1; *axis_b = 2; }
}
static float tri_signed_area(const float v1[3], const float v2[3], const float v3[3], const int i, const int j)
{
return 0.5f * ((v1[i] - v2[i]) * (v2[j] - v3[j]) + (v1[j] - v2[j]) * (v3[i] - v2[i]));
}
/* return 1 when degenerate */
static int barycentric_weights(const float v1[3], const float v2[3], const float v3[3], const float co[3], const float n[3], float w[3])
{
float wtot;
int i, j;
axis_dominant_v3(&i, &j, n);
w[0] = tri_signed_area(v2, v3, co, i, j);
w[1] = tri_signed_area(v3, v1, co, i, j);
w[2] = tri_signed_area(v1, v2, co, i, j);
wtot = w[0] + w[1] + w[2];
if (fabsf(wtot) > FLT_EPSILON) {
mul_v3_fl(w, 1.0f / wtot);
return 0;
}
else {
/* zero area triangle */
copy_v3_fl(w, 1.0f / 3.0f);
return 1;
}
}
void interp_weights_face_v3(float w[4], const float v1[3], const float v2[3], const float v3[3], const float v4[3], const float co[3])
{
float w2[3];
w[0] = w[1] = w[2] = w[3] = 0.0f;
/* first check for exact match */
if (equals_v3v3(co, v1))
w[0] = 1.0f;
else if (equals_v3v3(co, v2))
w[1] = 1.0f;
else if (equals_v3v3(co, v3))
w[2] = 1.0f;
else if (v4 && equals_v3v3(co, v4))
w[3] = 1.0f;
else {
/* otherwise compute barycentric interpolation weights */
float n1[3], n2[3], n[3];
int degenerate;
sub_v3_v3v3(n1, v1, v3);
if (v4) {
sub_v3_v3v3(n2, v2, v4);
}
else {
sub_v3_v3v3(n2, v2, v3);
}
cross_v3_v3v3(n, n1, n2);
/* OpenGL seems to split this way, so we do too */
if (v4) {
degenerate = barycentric_weights(v1, v2, v4, co, n, w);
SWAP(float, w[2], w[3]);
if (degenerate || (w[0] < 0.0f)) {
/* if w[1] is negative, co is on the other side of the v1-v3 edge,
* so we interpolate using the other triangle */
degenerate = barycentric_weights(v2, v3, v4, co, n, w2);
if (!degenerate) {
w[0] = 0.0f;
w[1] = w2[0];
w[2] = w2[1];
w[3] = w2[2];
}
}
}
else
barycentric_weights(v1, v2, v3, co, n, w);
}
}
/* return 1 of point is inside triangle, 2 if it's on the edge, 0 if point is outside of triangle */
int barycentric_inside_triangle_v2(const float w[3])
{
if (IN_RANGE(w[0], 0.0f, 1.0f) &&
IN_RANGE(w[1], 0.0f, 1.0f) &&
IN_RANGE(w[2], 0.0f, 1.0f))
{
return 1;
}
else if (IN_RANGE_INCL(w[0], 0.0f, 1.0f) &&
IN_RANGE_INCL(w[1], 0.0f, 1.0f) &&
IN_RANGE_INCL(w[2], 0.0f, 1.0f))
{
return 2;
}
return 0;
}
/* returns 0 for degenerated triangles */
int barycentric_coords_v2(const float v1[2], const float v2[2], const float v3[2], const float co[2], float w[3])
{
float x = co[0], y = co[1];
float x1 = v1[0], y1 = v1[1];
float x2 = v2[0], y2 = v2[1];
float x3 = v3[0], y3 = v3[1];
float det = (y2 - y3) * (x1 - x3) + (x3 - x2) * (y1 - y3);
if (fabsf(det) > FLT_EPSILON) {
w[0] = ((y2 - y3) * (x - x3) + (x3 - x2) * (y - y3)) / det;
w[1] = ((y3 - y1) * (x - x3) + (x1 - x3) * (y - y3)) / det;
w[2] = 1.0f - w[0] - w[1];
return 1;
}
return 0;
}
/* used by projection painting
* note: using area_tri_signed_v2 means locations outside the triangle are correctly weighted */
void barycentric_weights_v2(const float v1[2], const float v2[2], const float v3[2], const float co[2], float w[3])
{
float wtot;
w[0] = area_tri_signed_v2(v2, v3, co);
w[1] = area_tri_signed_v2(v3, v1, co);
w[2] = area_tri_signed_v2(v1, v2, co);
wtot = w[0] + w[1] + w[2];
if (wtot != 0.0f) {
mul_v3_fl(w, 1.0f / wtot);
}
else { /* dummy values for zero area face */
copy_v3_fl(w, 1.0f / 3.0f);
}
}
/* 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])
{
/* note: fabsf() here is not needed for convex quads (and not used in interp_weights_poly_v2).
* but in the case of concave/bow-tie quads for the mask rasterizer it gives unreliable results
* without adding absf(). If this becomes an issue for more general usage we could have
* this optional or use a different function - Campbell */
#define MEAN_VALUE_HALF_TAN_V2(_area, i1, i2) \
((_area = cross_v2v2(dirs[i1], dirs[i2])) != 0.0f ? \
fabsf(((lens[i1] * lens[i2]) - dot_v2v2(dirs[i1], dirs[i2])) / _area) : 0.0f)
float wtot, area;
const float dirs[4][2] = {
{v1[0] - co[0], v1[1] - co[1]},
{v2[0] - co[0], v2[1] - co[1]},
{v3[0] - co[0], v3[1] - co[1]},
{v4[0] - co[0], v4[1] - co[1]},
};
const float lens[4] = {
len_v2(dirs[0]),
len_v2(dirs[1]),
len_v2(dirs[2]),
len_v2(dirs[3]),
};
/* inline mean_value_half_tan four times here */
float t[4] = {
MEAN_VALUE_HALF_TAN_V2(area, 0, 1),
MEAN_VALUE_HALF_TAN_V2(area, 1, 2),
MEAN_VALUE_HALF_TAN_V2(area, 2, 3),
MEAN_VALUE_HALF_TAN_V2(area, 3, 0),
};
#undef MEAN_VALUE_HALF_TAN_V2
w[0] = (t[3] + t[0]) / lens[0];
w[1] = (t[0] + t[1]) / lens[1];
w[2] = (t[1] + t[2]) / lens[2];
w[3] = (t[2] + t[3]) / lens[3];
wtot = w[0] + w[1] + w[2] + w[3];
if (wtot != 0.0f) {
mul_v4_fl(w, 1.0f / wtot);
}
else { /* dummy values for zero area face */
copy_v4_fl(w, 1.0f / 4.0f);
}
}
/* 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 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])
{
/* this works by moving the source triangle so its normal is pointing on the Z
* axis where its barycentric wights can be calculated in 2D and its Z offset can
* be re-applied. The weights are applied directly to the targets 3D points and the
* z-depth is used to scale the targets normal as an offset.
* This saves transforming the target into its Z-Up orientation and back (which could also work) */
const float z_up[3] = {0, 0, 1};
float no_tar[3], no_src[3];
float quat_src[4];
float pt_src_xy[3];
float tri_xy_src[3][3];
float w_src[3];
float area_tar, area_src;
float z_ofs_src;
normal_tri_v3(no_tar, tri_tar_p1, tri_tar_p2, tri_tar_p3);
normal_tri_v3(no_src, tri_src_p1, tri_src_p2, tri_src_p3);
rotation_between_vecs_to_quat(quat_src, no_src, z_up);
normalize_qt(quat_src);
copy_v3_v3(pt_src_xy, pt_src);
copy_v3_v3(tri_xy_src[0], tri_src_p1);
copy_v3_v3(tri_xy_src[1], tri_src_p2);
copy_v3_v3(tri_xy_src[2], tri_src_p3);
/* make the source tri xy space */
mul_qt_v3(quat_src, pt_src_xy);
mul_qt_v3(quat_src, tri_xy_src[0]);
mul_qt_v3(quat_src, tri_xy_src[1]);
mul_qt_v3(quat_src, tri_xy_src[2]);
barycentric_weights_v2(tri_xy_src[0], tri_xy_src[1], tri_xy_src[2], pt_src_xy, w_src);
interp_v3_v3v3v3(pt_tar, tri_tar_p1, tri_tar_p2, tri_tar_p3, w_src);
area_tar = sqrtf(area_tri_v3(tri_tar_p1, tri_tar_p2, tri_tar_p3));
area_src = sqrtf(area_tri_v2(tri_xy_src[0], tri_xy_src[1], tri_xy_src[2]));
z_ofs_src = pt_src_xy[2] - tri_xy_src[0][2];
madd_v3_v3v3fl(pt_tar, pt_tar, no_tar, (z_ofs_src / area_src) * area_tar);
}
/* given an array with some invalid values this function interpolates valid values
* replacing the invalid ones */
int interp_sparse_array(float *array, int const list_size, const float skipval)
{
int found_invalid = 0;
int found_valid = 0;
int i;
for (i = 0; i < list_size; i++) {
if (array[i] == skipval)
found_invalid = 1;
else
found_valid = 1;
}
if (found_valid == 0) {
return -1;
}
else if (found_invalid == 0) {
return 0;
}
else {
/* found invalid depths, interpolate */
float valid_last = skipval;
int valid_ofs = 0;
float *array_up = MEM_callocN(sizeof(float) * list_size, "interp_sparse_array up");
float *array_down = MEM_callocN(sizeof(float) * list_size, "interp_sparse_array up");
int *ofs_tot_up = MEM_callocN(sizeof(int) * list_size, "interp_sparse_array tup");
int *ofs_tot_down = MEM_callocN(sizeof(int) * list_size, "interp_sparse_array tdown");
for (i = 0; i < list_size; i++) {
if (array[i] == skipval) {
array_up[i] = valid_last;
ofs_tot_up[i] = ++valid_ofs;
}
else {
valid_last = array[i];
valid_ofs = 0;
}
}
valid_last = skipval;
valid_ofs = 0;
for (i = list_size - 1; i >= 0; i--) {
if (array[i] == skipval) {
array_down[i] = valid_last;
ofs_tot_down[i] = ++valid_ofs;
}
else {
valid_last = array[i];
valid_ofs = 0;
}
}
/* now blend */
for (i = 0; i < list_size; i++) {
if (array[i] == skipval) {
if (array_up[i] != skipval && array_down[i] != skipval) {
array[i] = ((array_up[i] * ofs_tot_down[i]) + (array_down[i] * ofs_tot_up[i])) / (float)(ofs_tot_down[i] + ofs_tot_up[i]);
}
else if (array_up[i] != skipval) {
array[i] = array_up[i];
}
else if (array_down[i] != skipval) {
array[i] = array_down[i];
}
}
}
MEM_freeN(array_up);
MEM_freeN(array_down);
MEM_freeN(ofs_tot_up);
MEM_freeN(ofs_tot_down);
}
return 1;
}
/* Mean value weights - smooth interpolation weights for polygons with
* more than 3 vertices */
static float mean_value_half_tan_v3(const float v1[3], const float v2[3], const float v3[3])
{
float d2[3], d3[3], cross[3], area, dot, len;
sub_v3_v3v3(d2, v2, v1);
sub_v3_v3v3(d3, v3, v1);
cross_v3_v3v3(cross, d2, d3);
area = len_v3(cross);
dot = dot_v3v3(d2, d3);
len = len_v3(d2) * len_v3(d3);
if (LIKELY(area != 0.0f)) {
return (len - dot) / area;
}
else {
return 0.0f;
}
}
static float mean_value_half_tan_v2(const float v1[2], const float v2[2], const float v3[2])
{
float d2[2], d3[2], area, dot, len;
sub_v2_v2v2(d2, v2, v1);
sub_v2_v2v2(d3, v3, v1);
/* different from the 3d version but still correct */
area = cross_v2v2(d2, d3);
dot = dot_v2v2(d2, d3);
len = len_v2(d2) * len_v2(d3);
if (LIKELY(area != 0.0f)) {
return (len - dot) / area;
}
else {
return 0.0f;
}
}
void interp_weights_poly_v3(float *w, float v[][3], const int n, const float co[3])
{
/* TODO: t1 and t2 overlap each iter, we could call this only once per iter and reuse previous value */
float totweight, t1, t2, len, *vmid, *vprev, *vnext;
int i;
totweight = 0.0f;
for (i = 0; i < n; i++) {
vmid = v[i];
vprev = (i == 0) ? v[n - 1] : v[i - 1];
vnext = (i == n - 1) ? v[0] : v[i + 1];
t1 = mean_value_half_tan_v3(co, vprev, vmid);
t2 = mean_value_half_tan_v3(co, vmid, vnext);
len = len_v3v3(co, vmid);
w[i] = (len != 0.0f)? (t1 + t2) / len: 0.0f;
totweight += w[i];
}
if (totweight != 0.0f) {
for (i = 0; i < n; i++) {
w[i] /= totweight;
}
}
}
void interp_weights_poly_v2(float *w, float v[][2], const int n, const float co[2])
{
/* TODO: t1 and t2 overlap each iter, we could call this only once per iter and reuse previous value */
float totweight, t1, t2, len, *vmid, *vprev, *vnext;
int i;
totweight = 0.0f;
for (i = 0; i < n; i++) {
vmid = v[i];
vprev = (i == 0) ? v[n - 1] : v[i - 1];
vnext = (i == n - 1) ? v[0] : v[i + 1];
t1 = mean_value_half_tan_v2(co, vprev, vmid);
t2 = mean_value_half_tan_v2(co, vmid, vnext);
len = len_v2v2(co, vmid);
w[i] = (len != 0.0f)? (t1 + t2) / len: 0.0f;
totweight += w[i];
}
if (totweight != 0.0f) {
for (i = 0; i < n; i++) {
w[i] /= totweight;
}
}
}
/* (x1,v1)(t1=0)------(x2,v2)(t2=1), 0<t<1 --> (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], const float t)
{
float a[3], b[3];
float t2 = t * t;
float t3 = t2 * t;
/* cubic interpolation */
a[0] = v1[0] + v2[0] + 2 * (x1[0] - x2[0]);
a[1] = v1[1] + v2[1] + 2 * (x1[1] - x2[1]);
a[2] = v1[2] + v2[2] + 2 * (x1[2] - x2[2]);
b[0] = -2 * v1[0] - v2[0] - 3 * (x1[0] - x2[0]);
b[1] = -2 * v1[1] - v2[1] - 3 * (x1[1] - x2[1]);
b[2] = -2 * v1[2] - v2[2] - 3 * (x1[2] - x2[2]);
x[0] = a[0] * t3 + b[0] * t2 + v1[0] * t + x1[0];
x[1] = a[1] * t3 + b[1] * t2 + v1[1] * t + x1[1];
x[2] = a[2] * t3 + b[2] * t2 + v1[2] * t + x1[2];
v[0] = 3 * a[0] * t2 + 2 * b[0] * t + v1[0];
v[1] = 3 * a[1] * t2 + 2 * b[1] * t + v1[1];
v[2] = 3 * a[2] * t2 + 2 * b[2] * t + v1[2];
}
/* unfortunately internal calculations have to be done at double precision to achieve correct/stable results. */
#define IS_ZERO(x) ((x > (-DBL_EPSILON) && x < DBL_EPSILON) ? 1 : 0)
/* Barycentric reverse */
void resolve_tri_uv(float r_uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2])
{
/* find UV such that
* t = u * t0 + v * t1 + (1 - u - v) * t2
* u * (t0 - t2) + v * (t1 - t2) = t - t2 */
const double a = st0[0] - st2[0], b = st1[0] - st2[0];
const double c = st0[1] - st2[1], d = st1[1] - st2[1];
const double det = a * d - c * b;
if (IS_ZERO(det) == 0) { /* det should never be zero since the determinant is the signed ST area of the triangle. */
const double x[] = {st[0] - st2[0], st[1] - st2[1]};
r_uv[0] = (float)((d * x[0] - b * x[1]) / det);
r_uv[1] = (float)(((-c) * x[0] + a * x[1]) / det);
}
else zero_v2(r_uv);
}
/* bilinear reverse */
void resolve_quad_uv(float r_uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2], const float st3[2])
{
const double signed_area = (st0[0] * st1[1] - st0[1] * st1[0]) + (st1[0] * st2[1] - st1[1] * st2[0]) +
(st2[0] * st3[1] - st2[1] * st3[0]) + (st3[0] * st0[1] - st3[1] * st0[0]);
/* X is 2D cross product (determinant)
* A = (p0 - p) X (p0 - p3)*/
const double a = (st0[0] - st[0]) * (st0[1] - st3[1]) - (st0[1] - st[1]) * (st0[0] - st3[0]);
/* B = ( (p0 - p) X (p1 - p2) + (p1 - p) X (p0 - p3) ) / 2 */
const double b = 0.5 * (double)(((st0[0] - st[0]) * (st1[1] - st2[1]) - (st0[1] - st[1]) * (st1[0] - st2[0])) +
((st1[0] - st[0]) * (st0[1] - st3[1]) - (st1[1] - st[1]) * (st0[0] - st3[0])));
/* C = (p1-p) X (p1-p2) */
const double fC = (st1[0] - st[0]) * (st1[1] - st2[1]) - (st1[1] - st[1]) * (st1[0] - st2[0]);
const double denom = a - 2 * b + fC;
/* clear outputs */
zero_v2(r_uv);
if (IS_ZERO(denom) != 0) {
const double fDen = a - fC;
if (IS_ZERO(fDen) == 0)
r_uv[0] = (float)(a / fDen);
}
else {
const double desc_sq = b * b - a * fC;
const double desc = sqrt(desc_sq < 0.0 ? 0.0 : desc_sq);
const double s = signed_area > 0 ? (-1.0) : 1.0;
r_uv[0] = (float)(((a - b) + s * desc) / denom);
}
/* find UV such that
* fST = (1-u)(1-v) * ST0 + u * (1-v) * ST1 + u * v * ST2 + (1-u) * v * ST3 */
{
const double denom_s = (1 - r_uv[0]) * (st0[0] - st3[0]) + r_uv[0] * (st1[0] - st2[0]);
const double denom_t = (1 - r_uv[0]) * (st0[1] - st3[1]) + r_uv[0] * (st1[1] - st2[1]);
int i = 0;
double denom = denom_s;
if (fabs(denom_s) < fabs(denom_t)) {
i = 1;
denom = denom_t;
}
if (IS_ZERO(denom) == 0)
r_uv[1] = (float)((double)((1.0f - r_uv[0]) * (st0[i] - st[i]) + r_uv[0] * (st1[i] - st[i])) / denom);
}
}
#undef IS_ZERO
/* reverse of the functions above */
void interp_bilinear_quad_v3(float data[4][3], float u, float v, float res[3])
{
float vec[3];
copy_v3_v3(res, data[0]);
mul_v3_fl(res, (1 - u) * (1 - v));
copy_v3_v3(vec, data[1]);
mul_v3_fl(vec, u * (1 - v)); add_v3_v3(res, vec);
copy_v3_v3(vec, data[2]);
mul_v3_fl(vec, u * v); add_v3_v3(res, vec);
copy_v3_v3(vec, data[3]);
mul_v3_fl(vec, (1 - u) * v); add_v3_v3(res, vec);
}
void interp_barycentric_tri_v3(float data[3][3], float u, float v, float res[3])
{
float vec[3];
copy_v3_v3(res, data[0]);
mul_v3_fl(res, u);
copy_v3_v3(vec, data[1]);
mul_v3_fl(vec, v); add_v3_v3(res, vec);
copy_v3_v3(vec, data[2]);
mul_v3_fl(vec, 1.0f - u - v); add_v3_v3(res, vec);
}
/***************************** View & Projection *****************************/
void orthographic_m4(float matrix[][4], const float left, const float right, const float bottom, const float top,
const float nearClip, const float farClip)
{
float Xdelta, Ydelta, Zdelta;
Xdelta = right - left;
Ydelta = top - bottom;
Zdelta = farClip - nearClip;
if (Xdelta == 0.0f || Ydelta == 0.0f || Zdelta == 0.0f) {
return;
}
unit_m4(matrix);
matrix[0][0] = 2.0f / Xdelta;
matrix[3][0] = -(right + left) / Xdelta;
matrix[1][1] = 2.0f / Ydelta;
matrix[3][1] = -(top + bottom) / Ydelta;
matrix[2][2] = -2.0f / Zdelta; /* note: negate Z */
matrix[3][2] = -(farClip + nearClip) / Zdelta;
}
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)
{
float Xdelta, Ydelta, Zdelta;
Xdelta = right - left;
Ydelta = top - bottom;
Zdelta = farClip - nearClip;
if (Xdelta == 0.0f || Ydelta == 0.0f || Zdelta == 0.0f) {
return;
}
mat[0][0] = nearClip * 2.0f / Xdelta;
mat[1][1] = nearClip * 2.0f / Ydelta;
mat[2][0] = (right + left) / Xdelta; /* note: negate Z */
mat[2][1] = (top + bottom) / Ydelta;
mat[2][2] = -(farClip + nearClip) / Zdelta;
mat[2][3] = -1.0f;
mat[3][2] = (-2.0f * nearClip * farClip) / Zdelta;
mat[0][1] = mat[0][2] = mat[0][3] =
mat[1][0] = mat[1][2] = mat[1][3] =
mat[3][0] = mat[3][1] = mat[3][3] = 0.0;
}
/* 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], float perspmat[][4], const float x, const float y)
{
if (winmat[2][3] == -1.0f) {
/* in the case of a win-matrix, this means perspective always */
float v1[3];
float v2[3];
float len1, len2;
v1[0] = perspmat[0][0];
v1[1] = perspmat[1][0];
v1[2] = perspmat[2][0];
v2[0] = perspmat[0][1];
v2[1] = perspmat[1][1];
v2[2] = perspmat[2][1];
len1 = (1.0f / len_v3(v1));
len2 = (1.0f / len_v3(v2));
winmat[2][0] += len1 * winmat[0][0] * x;
winmat[2][1] += len2 * winmat[1][1] * y;
}
else {
winmat[3][0] += x;
winmat[3][1] += y;
}
}
static void i_multmatrix(float icand[][4], float Vm[][4])
{
int row, col;
float temp[4][4];
for (row = 0; row < 4; row++)
for (col = 0; col < 4; col++)
temp[row][col] = (icand[row][0] * Vm[0][col] +
icand[row][1] * Vm[1][col] +
icand[row][2] * Vm[2][col] +
icand[row][3] * Vm[3][col]);
copy_m4_m4(Vm, temp);
}
void polarview_m4(float Vm[][4], float dist, float azimuth, float incidence, float twist)
{
unit_m4(Vm);
translate_m4(Vm, 0.0, 0.0, -dist);
rotate_m4(Vm, 'Z', -twist);
rotate_m4(Vm, 'X', -incidence);
rotate_m4(Vm, 'Z', -azimuth);
}
void lookat_m4(float mat[][4], float vx, float vy, float vz, float px, float py, float pz, float twist)
{
float sine, cosine, hyp, hyp1, dx, dy, dz;
float mat1[4][4] = MAT4_UNITY;
unit_m4(mat);
rotate_m4(mat, 'Z', -twist);
dx = px - vx;
dy = py - vy;
dz = pz - vz;
hyp = dx * dx + dz * dz; /* hyp squared */
hyp1 = (float)sqrt(dy * dy + hyp);
hyp = (float)sqrt(hyp); /* the real hyp */
if (hyp1 != 0.0f) { /* rotate X */
sine = -dy / hyp1;
cosine = hyp / hyp1;
}
else {
sine = 0;
cosine = 1.0f;
}
mat1[1][1] = cosine;
mat1[1][2] = sine;
mat1[2][1] = -sine;
mat1[2][2] = cosine;
i_multmatrix(mat1, mat);
mat1[1][1] = mat1[2][2] = 1.0f; /* be careful here to reinit */
mat1[1][2] = mat1[2][1] = 0.0; /* those modified by the last */
/* paragraph */
if (hyp != 0.0f) { /* rotate Y */
sine = dx / hyp;
cosine = -dz / hyp;
}
else {
sine = 0;
cosine = 1.0f;
}
mat1[0][0] = cosine;
mat1[0][2] = -sine;
mat1[2][0] = sine;
mat1[2][2] = cosine;
i_multmatrix(mat1, mat);
translate_m4(mat, -vx, -vy, -vz); /* translate viewpoint to origin */
}
int box_clip_bounds_m4(float boundbox[2][3], const float bounds[4], float winmat[4][4])
{
float mat[4][4], vec[4];
int a, fl, flag = -1;
copy_m4_m4(mat, winmat);
for (a = 0; a < 8; a++) {
vec[0] = (a & 1) ? boundbox[0][0] : boundbox[1][0];
vec[1] = (a & 2) ? boundbox[0][1] : boundbox[1][1];
vec[2] = (a & 4) ? boundbox[0][2] : boundbox[1][2];
vec[3] = 1.0;
mul_m4_v4(mat, vec);
fl = 0;
if (bounds) {
if (vec[0] > bounds[1] * vec[3]) fl |= 1;
if (vec[0] < bounds[0] * vec[3]) fl |= 2;
if (vec[1] > bounds[3] * vec[3]) fl |= 4;
if (vec[1] < bounds[2] * vec[3]) fl |= 8;
}
else {
if (vec[0] < -vec[3]) fl |= 1;
if (vec[0] > vec[3]) fl |= 2;
if (vec[1] < -vec[3]) fl |= 4;
if (vec[1] > vec[3]) fl |= 8;
}
if (vec[2] < -vec[3]) fl |= 16;
if (vec[2] > vec[3]) fl |= 32;
flag &= fl;
if (flag == 0) return 0;
}
return flag;
}
void box_minmax_bounds_m4(float min[3], float max[3], float boundbox[2][3], float mat[4][4])
{
float mn[3], mx[3], vec[3];
int a;
copy_v3_v3(mn, min);
copy_v3_v3(mx, max);
for (a = 0; a < 8; a++) {
vec[0] = (a & 1) ? boundbox[0][0] : boundbox[1][0];
vec[1] = (a & 2) ? boundbox[0][1] : boundbox[1][1];
vec[2] = (a & 4) ? boundbox[0][2] : boundbox[1][2];
mul_m4_v3(mat, vec);
minmax_v3v3_v3(mn, mx, vec);
}
copy_v3_v3(min, mn);
copy_v3_v3(max, mx);
}
/********************************** Mapping **********************************/
void map_to_tube(float *r_u, float *r_v, const float x, const float y, const float z)
{
float len;
*r_v = (z + 1.0f) / 2.0f;
len = sqrtf(x * x + y * y);
if (len > 0.0f) {
*r_u = (float)((1.0 - (atan2(x / len, y / len) / M_PI)) / 2.0);
}
else {
*r_v = *r_u = 0.0f; /* to avoid un-initialized variables */
}
}
void map_to_sphere(float *r_u, float *r_v, const float x, const float y, const float z)
{
float len;
len = sqrtf(x * x + y * y + z * z);
if (len > 0.0f) {
if (x == 0.0f && y == 0.0f) *r_u = 0.0f; /* othwise domain error */
else *r_u = (1.0f - atan2f(x, y) / (float)M_PI) / 2.0f;
*r_v = 1.0f - (float)saacos(z / len) / (float)M_PI;
}
else {
*r_v = *r_u = 0.0f; /* to avoid un-initialized variables */
}
}
/********************************* 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])
{
float vdiffs[4][3];
const int nverts = (n4 != NULL && co4 != NULL) ? 4 : 3;
/* compute normalized edge vectors */
sub_v3_v3v3(vdiffs[0], co2, co1);
sub_v3_v3v3(vdiffs[1], co3, co2);
if (nverts == 3) {
sub_v3_v3v3(vdiffs[2], co1, co3);
}
else {
sub_v3_v3v3(vdiffs[2], co4, co3);
sub_v3_v3v3(vdiffs[3], co1, co4);
normalize_v3(vdiffs[3]);
}
normalize_v3(vdiffs[0]);
normalize_v3(vdiffs[1]);
normalize_v3(vdiffs[2]);
/* accumulate angle weighted face normal */
{
float *vn[] = {n1, n2, n3, n4};
const float *prev_edge = vdiffs[nverts - 1];
int i;
for (i = 0; i < nverts; i++) {
const float *cur_edge = vdiffs[i];
const float fac = saacos(-dot_v3v3(cur_edge, prev_edge));
/* accumulate */
madd_v3_v3fl(vn[i], f_no, fac);
prev_edge = cur_edge;
}
}
}
/* 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(float **vertnos, float polyno[3],
float **vertcos, float vdiffs[][3], int nverts)
{
int i;
/* calculate normalized edge directions for each edge in the poly */
for (i = 0; i < nverts; i++) {
sub_v3_v3v3(vdiffs[i], vertcos[(i + 1) % nverts], vertcos[i]);
normalize_v3(vdiffs[i]);
}
/* accumulate angle weighted face normal */
{
const float *prev_edge = vdiffs[nverts - 1];
int i;
for (i = 0; i < nverts; i++) {
const float *cur_edge = vdiffs[i];
/* calculate angle between the two poly edges incident on
* this vertex */
const float fac = saacos(-dot_v3v3(cur_edge, prev_edge));
/* accumulate */
madd_v3_v3fl(vertnos[i], polyno, fac);
prev_edge = cur_edge;
}
}
}
/********************************* Tangents **********************************/
void tangent_from_uv(float uv1[2], float uv2[2], float uv3[3], float co1[3], float co2[3], float co3[3], float n[3], float tang[3])
{
float s1 = uv2[0] - uv1[0];
float s2 = uv3[0] - uv1[0];
float t1 = uv2[1] - uv1[1];
float t2 = uv3[1] - uv1[1];
float det = (s1 * t2 - s2 * t1);
if (det != 0.0f) { /* otherwise 'tang' becomes nan */
float tangv[3], ct[3], e1[3], e2[3];
det = 1.0f / det;
/* normals in render are inversed... */
sub_v3_v3v3(e1, co1, co2);
sub_v3_v3v3(e2, co1, co3);
tang[0] = (t2 * e1[0] - t1 * e2[0]) * det;
tang[1] = (t2 * e1[1] - t1 * e2[1]) * det;
tang[2] = (t2 * e1[2] - t1 * e2[2]) * det;
tangv[0] = (s1 * e2[0] - s2 * e1[0]) * det;
tangv[1] = (s1 * e2[1] - s2 * e1[1]) * det;
tangv[2] = (s1 * e2[2] - s2 * e1[2]) * det;
cross_v3_v3v3(ct, tang, tangv);
/* check flip */
if (dot_v3v3(ct, n) < 0.0f) {
negate_v3(tang);
}
}
else {
tang[0] = tang[1] = tang[2] = 0.0;
}
}
/****************************** Vector Clouds ********************************/
/* 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])
*
* input
* (
* int list_size
* 4 lists as pointer to array[list_size]
* 1. current pos array of 'new' positions
* 2. current weight array of 'new'weights (may be NULL pointer if you have no weights )
* 3. reference rpos array of 'old' positions
* 4. reference rweight array of 'old'weights (may be NULL pointer if you have no weights )
* )
* output
* (
* float lloc[3] center of mass pos
* float rloc[3] center of mass rpos
* float lrot[3][3] rotation matrix
* float lscale[3][3] scale matrix
* pointers may be NULL if not needed
* )
*/
/* can't believe there is none in math utils */
static float _det_m3(float m2[3][3])
{
float det = 0.f;
if (m2) {
det = (m2[0][0] * (m2[1][1] * m2[2][2] - m2[1][2] * m2[2][1]) -
m2[1][0] * (m2[0][1] * m2[2][2] - m2[0][2] * m2[2][1]) +
m2[2][0] * (m2[0][1] * m2[1][2] - m2[0][2] * m2[1][1]));
}
return det;
}
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])
{
float accu_com[3] = {0.0f, 0.0f, 0.0f}, accu_rcom[3] = {0.0f, 0.0f, 0.0f};
float accu_weight = 0.0f, accu_rweight = 0.0f, eps = 0.000001f;
int a;
/* first set up a nice default response */
if (lloc) zero_v3(lloc);
if (rloc) zero_v3(rloc);
if (lrot) unit_m3(lrot);
if (lscale) unit_m3(lscale);
/* do com for both clouds */
if (pos && rpos && (list_size > 0)) { /* paranoya check */
/* do com for both clouds */
for (a = 0; a < list_size; a++) {
if (weight) {
float v[3];
copy_v3_v3(v, pos[a]);
mul_v3_fl(v, weight[a]);
add_v3_v3(accu_com, v);
accu_weight += weight[a];
}
else add_v3_v3(accu_com, pos[a]);
if (rweight) {
float v[3];
copy_v3_v3(v, rpos[a]);
mul_v3_fl(v, rweight[a]);
add_v3_v3(accu_rcom, v);
accu_rweight += rweight[a];
}
else add_v3_v3(accu_rcom, rpos[a]);
}
if (!weight || !rweight) {
accu_weight = accu_rweight = list_size;
}
mul_v3_fl(accu_com, 1.0f / accu_weight);
mul_v3_fl(accu_rcom, 1.0f / accu_rweight);
if (lloc) copy_v3_v3(lloc, accu_com);
if (rloc) copy_v3_v3(rloc, accu_rcom);
if (lrot || lscale) { /* caller does not want rot nor scale, strange but legal */
/*so now do some reverse engineering and see if we can split rotation from scale ->Polardecompose*/
/* build 'projection' matrix */
float m[3][3], mr[3][3], q[3][3], qi[3][3];
float va[3], vb[3], stunt[3];
float odet, ndet;
int i = 0, imax = 15;
zero_m3(m);
zero_m3(mr);
/* build 'projection' matrix */
for (a = 0; a < list_size; a++) {
sub_v3_v3v3(va, rpos[a], accu_rcom);
/* mul_v3_fl(va,bp->mass); mass needs renormalzation here ?? */
sub_v3_v3v3(vb, pos[a], accu_com);
/* mul_v3_fl(va,rp->mass); */
m[0][0] += va[0] * vb[0];
m[0][1] += va[0] * vb[1];
m[0][2] += va[0] * vb[2];
m[1][0] += va[1] * vb[0];
m[1][1] += va[1] * vb[1];
m[1][2] += va[1] * vb[2];
m[2][0] += va[2] * vb[0];
m[2][1] += va[2] * vb[1];
m[2][2] += va[2] * vb[2];
/* building the reference matrix on the fly
* needed to scale properly later */
mr[0][0] += va[0] * va[0];
mr[0][1] += va[0] * va[1];
mr[0][2] += va[0] * va[2];
mr[1][0] += va[1] * va[0];
mr[1][1] += va[1] * va[1];
mr[1][2] += va[1] * va[2];
mr[2][0] += va[2] * va[0];
mr[2][1] += va[2] * va[1];
mr[2][2] += va[2] * va[2];
}
copy_m3_m3(q, m);
stunt[0] = q[0][0];
stunt[1] = q[1][1];
stunt[2] = q[2][2];
/* renormalizing for numeric stability */
mul_m3_fl(q, 1.f / len_v3(stunt));
/* this is pretty much Polardecompose 'inline' the algo based on Higham's thesis */
/* without the far case ... but seems to work here pretty neat */
odet = 0.f;
ndet = _det_m3(q);
while ((odet - ndet) * (odet - ndet) > eps && i < imax) {
invert_m3_m3(qi, q);
transpose_m3(qi);
add_m3_m3m3(q, q, qi);
mul_m3_fl(q, 0.5f);
odet = ndet;
ndet = _det_m3(q);
i++;
}
if (i) {
float scale[3][3];
float irot[3][3];
if (lrot) copy_m3_m3(lrot, q);
invert_m3_m3(irot, q);
invert_m3_m3(qi, mr);
mul_m3_m3m3(q, m, qi);
mul_m3_m3m3(scale, irot, q);
if (lscale) copy_m3_m3(lscale, scale);
}
}
}
}
/******************************* Form Factor *********************************/
static void vec_add_dir(float r[3], const float v1[3], const float v2[3], const float fac)
{
r[0] = v1[0] + fac * (v2[0] - v1[0]);
r[1] = v1[1] + fac * (v2[1] - v1[1]);
r[2] = v1[2] + fac * (v2[2] - v1[2]);
}
static int ff_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])
{
static const float epsilon = 1e-6f;
float c, sd[3];
c = dot_v3v3(n, p);
/* signed distances from the vertices to the plane. */
sd[0] = dot_v3v3(n, v0) - c;
sd[1] = dot_v3v3(n, v1) - c;
sd[2] = dot_v3v3(n, v2) - c;
if (fabsf(sd[0]) < epsilon) sd[0] = 0.0f;
if (fabsf(sd[1]) < epsilon) sd[1] = 0.0f;
if (fabsf(sd[2]) < epsilon) sd[2] = 0.0f;
if (sd[0] > 0) {
if (sd[1] > 0) {
if (sd[2] > 0) {
/* +++ */
copy_v3_v3(q0, v0);
copy_v3_v3(q1, v1);
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
else if (sd[2] < 0) {
/* ++- */
copy_v3_v3(q0, v0);
copy_v3_v3(q1, v1);
vec_add_dir(q2, v1, v2, (sd[1] / (sd[1] - sd[2])));
vec_add_dir(q3, v0, v2, (sd[0] / (sd[0] - sd[2])));
}
else {
/* ++0 */
copy_v3_v3(q0, v0);
copy_v3_v3(q1, v1);
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
}
else if (sd[1] < 0) {
if (sd[2] > 0) {
/* +-+ */
copy_v3_v3(q0, v0);
vec_add_dir(q1, v0, v1, (sd[0] / (sd[0] - sd[1])));
vec_add_dir(q2, v1, v2, (sd[1] / (sd[1] - sd[2])));
copy_v3_v3(q3, v2);
}
else if (sd[2] < 0) {
/* +-- */
copy_v3_v3(q0, v0);
vec_add_dir(q1, v0, v1, (sd[0] / (sd[0] - sd[1])));
vec_add_dir(q2, v0, v2, (sd[0] / (sd[0] - sd[2])));
copy_v3_v3(q3, q2);
}
else {
/* +-0 */
copy_v3_v3(q0, v0);
vec_add_dir(q1, v0, v1, (sd[0] / (sd[0] - sd[1])));
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
}
else {
if (sd[2] > 0) {
/* +0+ */
copy_v3_v3(q0, v0);
copy_v3_v3(q1, v1);
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
else if (sd[2] < 0) {
/* +0- */
copy_v3_v3(q0, v0);
copy_v3_v3(q1, v1);
vec_add_dir(q2, v0, v2, (sd[0] / (sd[0] - sd[2])));
copy_v3_v3(q3, q2);
}
else {
/* +00 */
copy_v3_v3(q0, v0);
copy_v3_v3(q1, v1);
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
}
}
else if (sd[0] < 0) {
if (sd[1] > 0) {
if (sd[2] > 0) {
/* -++ */
vec_add_dir(q0, v0, v1, (sd[0] / (sd[0] - sd[1])));
copy_v3_v3(q1, v1);
copy_v3_v3(q2, v2);
vec_add_dir(q3, v0, v2, (sd[0] / (sd[0] - sd[2])));
}
else if (sd[2] < 0) {
/* -+- */
vec_add_dir(q0, v0, v1, (sd[0] / (sd[0] - sd[1])));
copy_v3_v3(q1, v1);
vec_add_dir(q2, v1, v2, (sd[1] / (sd[1] - sd[2])));
copy_v3_v3(q3, q2);
}
else {
/* -+0 */
vec_add_dir(q0, v0, v1, (sd[0] / (sd[0] - sd[1])));
copy_v3_v3(q1, v1);
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
}
else if (sd[1] < 0) {
if (sd[2] > 0) {
/* --+ */
vec_add_dir(q0, v0, v2, (sd[0] / (sd[0] - sd[2])));
vec_add_dir(q1, v1, v2, (sd[1] / (sd[1] - sd[2])));
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
else if (sd[2] < 0) {
/* --- */
return 0;
}
else {
/* --0 */
return 0;
}
}
else {
if (sd[2] > 0) {
/* -0+ */
vec_add_dir(q0, v0, v2, (sd[0] / (sd[0] - sd[2])));
copy_v3_v3(q1, v1);
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
else if (sd[2] < 0) {
/* -0- */
return 0;
}
else {
/* -00 */
return 0;
}
}
}
else {
if (sd[1] > 0) {
if (sd[2] > 0) {
/* 0++ */
copy_v3_v3(q0, v0);
copy_v3_v3(q1, v1);
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
else if (sd[2] < 0) {
/* 0+- */
copy_v3_v3(q0, v0);
copy_v3_v3(q1, v1);
vec_add_dir(q2, v1, v2, (sd[1] / (sd[1] - sd[2])));
copy_v3_v3(q3, q2);
}
else {
/* 0+0 */
copy_v3_v3(q0, v0);
copy_v3_v3(q1, v1);
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
}
else if (sd[1] < 0) {
if (sd[2] > 0) {
/* 0-+ */
copy_v3_v3(q0, v0);
vec_add_dir(q1, v1, v2, (sd[1] / (sd[1] - sd[2])));
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
else if (sd[2] < 0) {
/* 0-- */
return 0;
}
else {
/* 0-0 */
return 0;
}
}
else {
if (sd[2] > 0) {
/* 00+ */
copy_v3_v3(q0, v0);
copy_v3_v3(q1, v1);
copy_v3_v3(q2, v2);
copy_v3_v3(q3, q2);
}
else if (sd[2] < 0) {
/* 00- */
return 0;
}
else {
/* 000 */
return 0;
}
}
}
return 1;
}
/* altivec optimization, this works, but is unused */
#if 0
#include <Accelerate/Accelerate.h>
typedef union {
vFloat v;
float f[4];
} vFloatResult;
static vFloat vec_splat_float(float val)
{
return (vFloat) {val, val, val, val};
}
static float ff_quad_form_factor(float *p, float *n, float *q0, float *q1, float *q2, float *q3)
{
vFloat vcos, rlen, vrx, vry, vrz, vsrx, vsry, vsrz, gx, gy, gz, vangle;
vUInt8 rotate = (vUInt8) {4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 0, 1, 2, 3};
vFloatResult vresult;
float result;
/* compute r* */
vrx = (vFloat) {q0[0], q1[0], q2[0], q3[0]} -vec_splat_float(p[0]);
vry = (vFloat) {q0[1], q1[1], q2[1], q3[1]} -vec_splat_float(p[1]);
vrz = (vFloat) {q0[2], q1[2], q2[2], q3[2]} -vec_splat_float(p[2]);
/* normalize r* */
rlen = vec_rsqrte(vrx * vrx + vry * vry + vrz * vrz + vec_splat_float(1e-16f));
vrx = vrx * rlen;
vry = vry * rlen;
vrz = vrz * rlen;
/* rotate r* for cross and dot */
vsrx = vec_perm(vrx, vrx, rotate);
vsry = vec_perm(vry, vry, rotate);
vsrz = vec_perm(vrz, vrz, rotate);
/* cross product */
gx = vsry * vrz - vsrz * vry;
gy = vsrz * vrx - vsrx * vrz;
gz = vsrx * vry - vsry * vrx;
/* normalize */
rlen = vec_rsqrte(gx * gx + gy * gy + gz * gz + vec_splat_float(1e-16f));
gx = gx * rlen;
gy = gy * rlen;
gz = gz * rlen;
/* angle */
vcos = vrx * vsrx + vry * vsry + vrz * vsrz;
vcos = vec_max(vec_min(vcos, vec_splat_float(1.0f)), vec_splat_float(-1.0f));
vangle = vacosf(vcos);
/* dot */
vresult.v = (vec_splat_float(n[0]) * gx +
vec_splat_float(n[1]) * gy +
vec_splat_float(n[2]) * gz) * vangle;
result = (vresult.f[0] + vresult.f[1] + vresult.f[2] + vresult.f[3]) * (0.5f / (float)M_PI);
result = MAX2(result, 0.0f);
return result;
}
#endif
/* SSE optimization, acos code doesn't work */
#if 0
#include <xmmintrin.h>
static __m128 sse_approx_acos(__m128 x)
{
/* needs a better approximation than taylor expansion of acos, since that
* gives big erros for near 1.0 values, sqrt(2 * x) * acos(1 - x) should work
* better, see http://www.tom.womack.net/projects/sse-fast-arctrig.html */
return _mm_set_ps1(1.0f);
}
static float ff_quad_form_factor(float *p, float *n, float *q0, float *q1, float *q2, float *q3)
{
float r0[3], r1[3], r2[3], r3[3], g0[3], g1[3], g2[3], g3[3];
float a1, a2, a3, a4, dot1, dot2, dot3, dot4, result;
float fresult[4] __attribute__((aligned(16)));
__m128 qx, qy, qz, rx, ry, rz, rlen, srx, sry, srz, gx, gy, gz, glen, rcos, angle, aresult;
/* compute r */
qx = _mm_set_ps(q3[0], q2[0], q1[0], q0[0]);
qy = _mm_set_ps(q3[1], q2[1], q1[1], q0[1]);
qz = _mm_set_ps(q3[2], q2[2], q1[2], q0[2]);
rx = qx - _mm_set_ps1(p[0]);
ry = qy - _mm_set_ps1(p[1]);
rz = qz - _mm_set_ps1(p[2]);
/* normalize r */
rlen = _mm_rsqrt_ps(rx * rx + ry * ry + rz * rz + _mm_set_ps1(1e-16f));
rx = rx * rlen;
ry = ry * rlen;
rz = rz * rlen;
/* cross product */
srx = _mm_shuffle_ps(rx, rx, _MM_SHUFFLE(0, 3, 2, 1));
sry = _mm_shuffle_ps(ry, ry, _MM_SHUFFLE(0, 3, 2, 1));
srz = _mm_shuffle_ps(rz, rz, _MM_SHUFFLE(0, 3, 2, 1));
gx = sry * rz - srz * ry;
gy = srz * rx - srx * rz;
gz = srx * ry - sry * rx;
/* normalize g */
glen = _mm_rsqrt_ps(gx * gx + gy * gy + gz * gz + _mm_set_ps1(1e-16f));
gx = gx * glen;
gy = gy * glen;
gz = gz * glen;
/* compute angle */
rcos = rx * srx + ry * sry + rz * srz;
rcos = _mm_max_ps(_mm_min_ps(rcos, _mm_set_ps1(1.0f)), _mm_set_ps1(-1.0f));
angle = sse_approx_cos(rcos);
aresult = (_mm_set_ps1(n[0]) * gx + _mm_set_ps1(n[1]) * gy + _mm_set_ps1(n[2]) * gz) * angle;
/* sum together */
result = (fresult[0] + fresult[1] + fresult[2] + fresult[3]) * (0.5f / (float)M_PI);
result = MAX2(result, 0.0f);
return result;
}
#endif
static void ff_normalize(float n[3])
{
float d;
d = dot_v3v3(n, n);
if (d > 1.0e-35F) {
d = 1.0f / sqrtf(d);
n[0] *= d;
n[1] *= d;
n[2] *= d;
}
}
static float ff_quad_form_factor(const float p[3], const float n[3],
const float q0[3], const float q1[3], const float q2[3], const float q3[3])
{
float r0[3], r1[3], r2[3], r3[3], g0[3], g1[3], g2[3], g3[3];
float a1, a2, a3, a4, dot1, dot2, dot3, dot4, result;
sub_v3_v3v3(r0, q0, p);
sub_v3_v3v3(r1, q1, p);
sub_v3_v3v3(r2, q2, p);
sub_v3_v3v3(r3, q3, p);
ff_normalize(r0);
ff_normalize(r1);
ff_normalize(r2);
ff_normalize(r3);
cross_v3_v3v3(g0, r1, r0);
ff_normalize(g0);
cross_v3_v3v3(g1, r2, r1);
ff_normalize(g1);
cross_v3_v3v3(g2, r3, r2);
ff_normalize(g2);
cross_v3_v3v3(g3, r0, r3);
ff_normalize(g3);
a1 = saacosf(dot_v3v3(r0, r1));
a2 = saacosf(dot_v3v3(r1, r2));
a3 = saacosf(dot_v3v3(r2, r3));
a4 = saacosf(dot_v3v3(r3, r0));
dot1 = dot_v3v3(n, g0);
dot2 = dot_v3v3(n, g1);
dot3 = dot_v3v3(n, g2);
dot4 = dot_v3v3(n, g3);
result = (a1 * dot1 + a2 * dot2 + a3 * dot3 + a4 * dot4) * 0.5f / (float)M_PI;
result = MAX2(result, 0.0f);
return result;
}
float form_factor_hemi_poly(float p[3], float n[3], float v1[3], float v2[3], float v3[3], float v4[3])
{
/* computes how much hemisphere defined by point and normal is
* covered by a quad or triangle, cosine weighted */
float q0[3], q1[3], q2[3], q3[3], contrib = 0.0f;
if (ff_visible_quad(p, n, v1, v2, v3, q0, q1, q2, q3))
contrib += ff_quad_form_factor(p, n, q0, q1, q2, q3);
if (v4 && ff_visible_quad(p, n, v1, v3, v4, q0, q1, q2, q3))
contrib += ff_quad_form_factor(p, n, q0, q1, q2, q3);
return contrib;
}
/* evaluate if entire quad is a proper convex quad */
int is_quad_convex_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3])
{
float nor[3], nor1[3], nor2[3], vec[4][2];
int axis_a, axis_b;
/* define projection, do both trias apart, quad is undefined! */
normal_tri_v3(nor1, v1, v2, v3);
normal_tri_v3(nor2, v1, v3, v4);
/* when the face is folded over as 2 tris we probably don't want to create
* a quad from it, but go ahead with the intersection test since this
* isn't a function for degenerate faces */
if (UNLIKELY(dot_v3v3(nor1, nor2) < 0.0f)) {
/* flip so adding normals in the opposite direction
* doesnt give a zero length vector */
negate_v3(nor2);
}
add_v3_v3v3(nor, nor1, nor2);
axis_dominant_v3(&axis_a, &axis_b, nor);
vec[0][0] = v1[axis_a];
vec[0][1] = v1[axis_b];
vec[1][0] = v2[axis_a];
vec[1][1] = v2[axis_b];
vec[2][0] = v3[axis_a];
vec[2][1] = v3[axis_b];
vec[3][0] = v4[axis_a];
vec[3][1] = v4[axis_b];
/* linetests, the 2 diagonals have to instersect to be convex */
return (isect_line_line_v2(vec[0], vec[2], vec[1], vec[3]) > 0) ? TRUE : FALSE;
}
int is_quad_convex_v2(const float v1[2], const float v2[2], const float v3[2], const float v4[2])
{
/* linetests, the 2 diagonals have to instersect to be convex */
return (isect_line_line_v2(v1, v3, v2, v4) > 0) ? TRUE : FALSE;
}
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