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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.
 *
 * ***** END GPL LICENSE BLOCK *****
 */

#ifndef __GEOMUTILS_H__
#define __GEOMUTILS_H__

/** \file blender/freestyle/intern/geometry/GeomUtils.h
 *  \ingroup freestyle
 *  \brief Various tools for geometry
 *  \author Stephane Grabli
 *  \date 12/04/2002
 */

#include <vector>

#include "Geom.h"

#include "../system/FreestyleConfig.h"

using namespace std;

namespace Freestyle {

using namespace Geometry;

namespace GeomUtils {

//
// Templated procedures
//
/////////////////////////////////////////////////////////////////////////////

/*! Computes the distance from a point P to a segment AB */
template<class T>
real distPointSegment(const T& P, const T& A, const T& B)
{
	T AB, AP, BP;
	AB = B - A;
	AP = P - A;
	BP = P - B;

	real c1(AB * AP);
	if (c1 <= 0)
		return AP.norm();

	real c2(AB * AB);
	if (c2 <= c1)
		return BP.norm();

	real b = c1 / c2;
	T Pb, PPb;
	Pb = A + b * AB;
	PPb = P - Pb;

	return PPb.norm();
}

//
// Non-templated procedures
//
/////////////////////////////////////////////////////////////////////////////
typedef enum {
	DONT_INTERSECT,
	DO_INTERSECT,
	COLINEAR,
	COINCIDENT,
} intersection_test;

intersection_test intersect2dSeg2dSeg(const Vec2r& p1, const Vec2r& p2, // first segment
                                      const Vec2r& p3, const Vec2r& p4, // second segment
                                      Vec2r& res);                      // found intersection point

intersection_test intersect2dLine2dLine(const Vec2r& p1, const Vec2r& p2, // first segment
                                        const Vec2r& p3, const Vec2r& p4, // second segment
                                        Vec2r& res);                      // found intersection point

intersection_test intersect2dSeg2dSegParametric(const Vec2r& p1, const Vec2r& p2, // first segment
                                                const Vec2r& p3, const Vec2r& p4, // second segment
                                                real& t,                          // I = P1 + t * P1P2)
                                                real& u,                          // I = P3 + u * P3P4
                                                real epsilon = M_EPSILON);

/*! check whether a 2D segment intersect a 2D region or not */
bool intersect2dSeg2dArea(const Vec2r& min, const Vec2r& max, const Vec2r& A, const Vec2r& B);

/*! check whether a 2D segment is included in a 2D region or not */
bool include2dSeg2dArea(const Vec2r& min, const Vec2r& max, const Vec2r& A, const Vec2r& B);

/*! Box-triangle overlap test, adapted from Tomas Akenine-Möller code */
bool overlapTriangleBox(Vec3r& boxcenter, Vec3r& boxhalfsize, Vec3r triverts[3]);

/*! Fast, Minimum Storage Ray-Triangle Intersection, adapted from Tomas Möller and Ben Trumbore code. */
bool intersectRayTriangle(const Vec3r& orig, const Vec3r& dir, const Vec3r& v0, const Vec3r& v1, const Vec3r& v2,
                          real& t,                         // I = orig + t * dir
                          real& u, real& v,                // I = (1 - u - v) * v0 + u * v1 + v * v2
                          const real epsilon = M_EPSILON); // the epsilon to use

/*! Intersection between plane and ray adapted from Graphics Gems, Didier Badouel */
intersection_test intersectRayPlane(const Vec3r& orig, const Vec3r& dir, // ray origin and direction
                                    // plane's normal and offset (plane = { P / P.N + d = 0 })
                                    const Vec3r& norm, const real d,
                                    real& t,                         // I = orig + t * dir
                                    const real epsilon = M_EPSILON); // the epsilon to use

/*! Intersection Ray-Bounding box (axis aligned).
 *  Adapted from Williams et al, "An Efficient Robust Ray-Box Intersection Algorithm", JGT 10:1 (2005), pp. 49-54.
 */
bool intersectRayBBox(const Vec3r& orig, const Vec3r& dir,      // ray origin and direction
                      const Vec3r& boxMin, const Vec3r& boxMax, // the bbox
                      // the interval in which at least on of the intersections must happen
                      real t0, real t1,
                      real& tmin,                               // Imin = orig + tmin * dir is the first intersection
                      real& tmax,                               // Imax = orig + tmax * dir is the second intersection
                      real epsilon = M_EPSILON);                // the epsilon to use

/*! Checks whether 3D point P lies inside or outside of the triangle ABC */
bool includePointTriangle(const Vec3r& P, const Vec3r& A, const Vec3r& B, const Vec3r& C);

void transformVertex(const Vec3r& vert, const Matrix44r& matrix, Vec3r& res);

void transformVertices(const vector<Vec3r>& vertices, const Matrix44r& trans, vector<Vec3r>& res);

Vec3r rotateVector(const Matrix44r& mat, const Vec3r& v);

//
// Coordinates systems changing procedures
//
/////////////////////////////////////////////////////////////////////////////

/*! From world to image
 *  p
 *    point's coordinates expressed in world coordinates system
 *  q
 *    vector in which the result will be stored
 *  model_view_matrix
 *    The model view matrix expressed in line major order (OpenGL
 *    matrices are column major ordered)
 *  projection_matrix
 *    The projection matrix expressed in line major order (OpenGL
 *    matrices are column major ordered)
 *  viewport
 *    The viewport: x,y coordinates followed by width and height (OpenGL like viewport)
 */
void fromWorldToImage(const Vec3r& p, Vec3r& q, const real model_view_matrix[4][4], const real projection_matrix[4][4],
                      const int viewport[4]);

/*! From world to image
 *  p
 *    point's coordinates expressed in world coordinates system
 *  q
 *    vector in which the result will be stored
 *  transform
 *    The transformation matrix (gathering model view and projection), 
 *    expressed in line major order (OpenGL matrices are column major ordered)
 *  viewport
 *    The viewport: x,y coordinates followed by width and height (OpenGL like viewport)
 */
void fromWorldToImage(const Vec3r& p, Vec3r& q, const real transform[4][4], const int viewport[4]);

/*! Projects from world coordinates to camera coordinates 
 *  Returns the point's coordinates expressed in the camera's 
 *  coordinates system.
 *  p
 *    point's coordinates expressed in world coordinates system
 *  q
 *    vector in which the result will be stored
 *  model_view_matrix
 *    The model view matrix expressed in line major order (OpenGL
 *    matrices are column major ordered)
 */
void fromWorldToCamera(const Vec3r& p, Vec3r& q, const real model_view_matrix[4][4]);

/*! Projects from World Coordinates to retina coordinates
 *  Returns the point's coordinates expressed in Retina system.
 *  p
 *    point's coordinates expressed in camera system
 *  q
 *    vector in which the result will be stored
 *  projection_matrix
 *    The projection matrix expressed in line major order (OpenGL
 *    matrices are column major ordered)
 */
void fromCameraToRetina(const Vec3r& p, Vec3r& q, const real projection_matrix[4][4]);

/*! From retina to image.
 *  Returns the coordinates expressed in Image coorinates system.
 *  p
 *    point's coordinates expressed in retina system
 *  q
 *    vector in which the result will be stored
 *  viewport
 *    The viewport: x,y coordinates followed by width and height (OpenGL like viewport).
 */
void fromRetinaToImage(const Vec3r& p, Vec3r& q, const int viewport[4]);

/*! From image to retina
 *  p
 *    point's coordinates expressed in image system
 *  q
 *    vector in which the result will be stored
 *  viewport
 *    The viewport: x,y coordinates followed by width and height (OpenGL like viewport).
 */
void fromImageToRetina(const Vec3r& p, Vec3r& q, const int viewport[4]);

/*! computes the coordinates of q in the camera coordinates system, 
 *  using the known z coordinates of the 3D point. 
 *  That means that this method does not inverse any matrices, 
 *  it only computes X and Y from x,y and Z)
 *  p
 *    point's coordinates expressed in retina system
 *  q
 *    vector in which the result will be stored
 *  projection_matrix
 *    The projection matrix expressed in line major order (OpenGL
 *    matrices are column major ordered)
 */
void fromRetinaToCamera(const Vec3r& p, Vec3r& q, real z, const real projection_matrix[4][4]);

/*! Projects from camera coordinates to world coordinates
 *  Returns the point's coordinates expressed in the world's 
 *  coordinates system.
 *  p
 *    point's coordinates expressed in the camera coordinates system
 *  q
 *    vector in which the result will be stored
 *  model_view_matrix
 *    The model view matrix expressed in line major order (OpenGL
 *    matrices are column major ordered)
 */
void fromCameraToWorld(const Vec3r& p, Vec3r& q, const real model_view_matrix[4][4]);

} // end of namespace GeomUtils

} /* namespace Freestyle */

#endif // __GEOMUTILS_H__