66 lines
2.3 KiB
C++
66 lines
2.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bli
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* \brief Math vector functions needed specifically for mesh intersect and boolean.
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*/
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#include "BLI_math_vector_types.hh"
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#ifdef WITH_GMP
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# include "BLI_math_mpq.hh"
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# include "BLI_math_vector_mpq_types.hh"
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#endif
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namespace blender {
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/**
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* #orient2d gives the exact result, using multi-precision arithmetic when result
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* is close to zero. orient3d_fast just uses double arithmetic, so may be
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* wrong if the answer is very close to zero.
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* Similarly, for #incircle and #incircle_fast.
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*/
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int orient2d(const double2 &a, const double2 &b, const double2 &c);
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int orient2d_fast(const double2 &a, const double2 &b, const double2 &c);
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int incircle(const double2 &a, const double2 &b, const double2 &c, const double2 &d);
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int incircle_fast(const double2 &a, const double2 &b, const double2 &c, const double2 &d);
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/**
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* #orient3d gives the exact result, using multi-precision arithmetic when result
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* is close to zero. orient3d_fast just uses double arithmetic, so may be
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* wrong if the answer is very close to zero.
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* Similarly, for #insphere and #insphere_fast.
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*/
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int orient3d(const double3 &a, const double3 &b, const double3 &c, const double3 &d);
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int orient3d_fast(const double3 &a, const double3 &b, const double3 &c, const double3 &d);
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int insphere(
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const double3 &a, const double3 &b, const double3 &c, const double3 &d, const double3 &e);
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int insphere_fast(
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const double3 &a, const double3 &b, const double3 &c, const double3 &d, const double3 &e);
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#ifdef WITH_GMP
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/**
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* Return +1 if a, b, c are in CCW order around a circle in the plane.
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* Return -1 if they are in CW order, and 0 if they are in line.
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*/
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int orient2d(const mpq2 &a, const mpq2 &b, const mpq2 &c);
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/**
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* Return +1 if d is in the oriented circle through a, b, and c.
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* The oriented circle goes CCW through a, b, and c.
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* Return -1 if d is outside, and 0 if it is on the circle.
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*/
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int incircle(const mpq2 &a, const mpq2 &b, const mpq2 &c, const mpq2 &d);
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/**
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* Return +1 if d is below the plane containing a, b, c (which appear
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* CCW when viewed from above the plane).
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* Return -1 if d is above the plane.
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* Return 0 if it is on the plane.
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*/
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int orient3d(const mpq3 &a, const mpq3 &b, const mpq3 &c, const mpq3 &d);
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#endif
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} // namespace blender
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