Files
test/source/blender/freestyle/intern/geometry/GeomUtils.h
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

256 lines
9.1 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup freestyle
* \brief Various tools for geometry
*/
#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 coordinates 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 focal, 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 */