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.
68 lines
2.3 KiB
C++
68 lines
2.3 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* 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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