tornavis/source/blender/blenlib/BLI_math_geom.h

248 lines
11 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: some of this file.
*
* ***** END GPL LICENSE BLOCK *****
* */
#ifndef BLI_MATH_GEOM_H
#define BLI_MATH_GEOM_H
/** \file BLI_math_geom.h
* \ingroup bli
*/
#ifdef __cplusplus
extern "C" {
#endif
#include "BLI_math_inline.h"
#ifdef BLI_MATH_INLINE_H
#include "intern/math_geom_inline.c"
#endif
/********************************** Polygons *********************************/
void cent_tri_v3(float r[3], const float a[3], const float b[3], const float c[3]);
void cent_quad_v3(float r[3], const float a[3], const float b[3], const float c[3], const float d[3]);
float normal_tri_v3(float r[3], const float a[3], const float b[3], const float c[3]);
float normal_quad_v3(float r[3], const float a[3], const float b[3], const float c[3], const float d[3]);
float area_tri_v2(const float a[2], const float b[2], const float c[2]);
float area_tri_signed_v2(const float v1[2], const float v2[2], const float v3[2]);
float area_tri_v3(const float a[3], const float b[3], const float c[3]);
float area_quad_v3(const float a[3], const float b[3], const float c[3], const float d[3]);
float area_poly_v3(int nr, float verts[][3], const float normal[3]);
/********************************* Distance **********************************/
float dist_to_line_v2(const float p[2], const float l1[2], const float l2[2]);
float dist_to_line_segment_v2(const float p[2], const float l1[2], const float l2[2]);
float dist_to_line_segment_v3(const float p[3], const float l1[3], const float l2[3]);
float closest_to_line_v3(float r[3], const float p[3], const float l1[3], const float l2[3]);
float closest_to_line_v2(float r[2], const float p[2], const float l1[2], const float l2[2]);
void closest_to_line_segment_v3(float r[3], const float p[3], const float l1[3], const float l2[3]);
float line_point_factor_v3(const float p[3], const float l1[3], const float l2[3]);
float line_point_factor_v2(const float p[2], const float l1[2], const float l2[2]);
/******************************* Intersection ********************************/
/* TODO int return value consistency */
/* line-line */
#define ISECT_LINE_LINE_COLINEAR -1
#define ISECT_LINE_LINE_NONE 0
#define ISECT_LINE_LINE_EXACT 1
#define ISECT_LINE_LINE_CROSS 2
int isect_line_line_v2(const float a1[2], const float a2[2], const float b1[2], const float b2[2]);
int isect_line_line_v2_int(const int a1[2], const int a2[2], const int b1[2], const int b2[2]);
int isect_line_sphere_v3(const float l1[3], const float l2[3], const float sp[3], const float r, float r_p1[3], float r_p2[3]);
int isect_line_sphere_v2(const float l1[2], const float l2[2], const float sp[2], const float r, float r_p1[2], float r_p2[2]);
int isect_seg_seg_v2_point(const float v1[2], const float v2[2], const float v3[2], const float v4[2], float vi[2]);
/* Returns the number of point of interests
* 0 - lines are colinear
* 1 - lines are coplanar, i1 is set to intersection
* 2 - i1 and i2 are the nearest points on line 1 (v1, v2) and line 2 (v3, v4) respectively
* */
int isect_line_line_v3(const float v1[3], const float v2[3],
const float v3[3], const float v4[3], float i1[3], float i2[3]);
int isect_line_line_strict_v3(const float v1[3], const float v2[3],
const float v3[3], const float v4[3], float vi[3], float *lambda);
/*if clip is nonzero, will only return true if lambda is >= 0.0
(i.e. intersection point is along positive d)*/
int isect_ray_plane_v3(float p1[3], float d[3], float v0[3],
float v1[3], float v2[3], float *lambda, int clip);
/**
* Intersect line/plane, optionally treat line as directional (like a ray) with the no_flip argument.
* @param out The intersection point.
* @param l1 The first point of the line.
* @param l2 The second point of the line.
* @param plane_co A point on the plane to intersect with.
* @param plane_no The direction of the plane (does not need to be normalized).
* @param no_flip When true, the intersection point will always be from l1 to l2, even if this is not on the plane.
*/
int isect_line_plane_v3(float out[3], const float l1[3], const float l2[3],
const float plane_co[3], const float plane_no[3], const short no_flip);
/* line/ray triangle */
int isect_line_tri_v3(const float p1[3], const float p2[3],
const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2]);
int isect_ray_tri_v3(const float p1[3], const float d[3],
const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2]);
int isect_ray_tri_threshold_v3(const float p1[3], const float d[3],
const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2], const float threshold);
int isect_ray_tri_epsilon_v3(const float p1[3], const float d[3],
const float v0[3], const float v1[3], const float v2[3], float *lambda, float uv[2], const float epsilon);
/* point in polygon */
int isect_point_quad_v2(const float p[2], const float a[2], const float b[2], const float c[2], const float d[2]);
int isect_point_tri_v2(const float v1[2], const float v2[2], const float v3[2], const float pt[2]);
int isect_point_tri_v2_int(const int x1, const int y1, const int x2, const int y2, const int a, const int b);
int isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3]);
void isect_point_quad_uv_v2(const float v0[2], const float v1[2], const float v2[2], const float v3[2],
const float pt[2], float *uv);
void isect_point_face_uv_v2(const int isquad, const float v0[2], const float v1[2], const float v2[2],
const float v3[2], const float pt[2], float *uv);
/* other */
int isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const float radius,
const float v0[3], const float v1[3], const float v2[3], float *lambda, float ipoint[3]);
int isect_axial_line_tri_v3(const int axis, const float co1[3], const float co2[3],
const float v0[3], const float v1[3], const float v2[3], float *lambda);
int isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3]);
int clip_line_plane(float p1[3], float p2[3], const float plane[4]);
void plot_line_v2v2i(const int p1[2], const int p2[2], int (*callback)(int, int, void *), void *userData);
/****************************** Interpolation ********************************/
/* tri or quad, d can be NULL */
void interp_weights_face_v3(float w[4],
const float a[3], const float b[3], const float c[3], const float d[3], const float p[3]);
void interp_weights_poly_v3(float w[], float v[][3], const int n, const float p[3]);
void interp_cubic_v3(float x[3], float v[3],
const float x1[3], const float v1[3], const float x2[3], const float v2[3], const float t);
int interp_sparse_array(float *array, const int list_size, const float invalid);
void barycentric_transform(float pt_tar[3], float const pt_src[3],
const float tri_tar_p1[3], const float tri_tar_p2[3], const float tri_tar_p3[3],
const float tri_src_p1[3], const float tri_src_p2[3], const float tri_src_p3[3]);
void barycentric_weights_v2(const float v1[2], const float v2[2], const float v3[2],
const float co[2], float w[3]);
void resolve_tri_uv(float uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2]);
void resolve_quad_uv(float uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2], const float st3[2]);
/***************************** View & Projection *****************************/
void lookat_m4(float mat[4][4], float vx, float vy,
float vz, float px, float py, float pz, float twist);
void polarview_m4(float mat[4][4], float dist, float azimuth,
float incidence, float twist);
void perspective_m4(float mat[4][4], const float left, const float right,
const float bottom, const float top, const float nearClip, const float farClip);
void orthographic_m4(float mat[4][4], const float left, const float right,
const float bottom, const float top, const float nearClip, const float farClip);
void window_translate_m4(float winmat[][4], float perspmat[][4],
const float x, const float y);
int box_clip_bounds_m4(float boundbox[2][3],
const float bounds[4], float winmat[4][4]);
void box_minmax_bounds_m4(float min[3], float max[3],
float boundbox[2][3], float mat[4][4]);
/********************************** Mapping **********************************/
void map_to_tube(float *u, float *v, const float x, const float y, const float z);
void map_to_sphere(float *u, float *v, const float x, const float y, const float z);
/********************************** Normals **********************************/
void accumulate_vertex_normals(float n1[3], float n2[3], float n3[3],
float n4[3], const float f_no[3], const float co1[3], const float co2[3],
const float co3[3], const float co4[3]);
/********************************* Tangents **********************************/
typedef struct VertexTangent {
struct VertexTangent *next;
float tang[3], uv[2];
} VertexTangent;
float *find_vertex_tangent(VertexTangent *vtang, const float uv[2]);
void sum_or_add_vertex_tangent(void *arena, VertexTangent **vtang,
const float tang[3], const float uv[2]);
void tangent_from_uv(float uv1[2], float uv2[2], float uv3[2],
float co1[3], float co2[3], float co3[3], float n[3], float tang[3]);
/******************************** Vector Clouds ******************************/
void vcloud_estimate_transform(int list_size, float (*pos)[3], float *weight,
float (*rpos)[3], float *rweight,
float lloc[3],float rloc[3],float lrot[3][3],float lscale[3][3]);
/****************************** Spherical Harmonics *************************/
/* Uses 2nd order SH => 9 coefficients, stored in this order:
0 = (0,0),
1 = (1,-1), 2 = (1,0), 3 = (1,1),
4 = (2,-2), 5 = (2,-1), 6 = (2,0), 7 = (2,1), 8 = (2,2) */
MINLINE void zero_sh(float r[9]);
MINLINE void copy_sh_sh(float r[9], const float a[9]);
MINLINE void mul_sh_fl(float r[9], const float f);
MINLINE void add_sh_shsh(float r[9], const float a[9], const float b[9]);
MINLINE float eval_shv3(float r[9], const float v[3]);
MINLINE float diffuse_shv3(float r[9], const float v[3]);
MINLINE void vec_fac_to_sh(float r[9], const float v[3], const float f);
MINLINE void madd_sh_shfl(float r[9], const float sh[3], const float f);
/********************************* Form Factor *******************************/
float form_factor_hemi_poly(float p[3], float n[3],
float v1[3], float v2[3], float v3[3], float v4[3]);
#ifdef __cplusplus
}
#endif
#endif /* BLI_MATH_GEOM_H */