[Bf-blender-cvs] [a7c7ae5] master: Cleanup: math lib naming
Campbell Barton
noreply at git.blender.org
Tue Dec 15 08:25:56 CET 2015
Commit: a7c7ae5bf76f9b9036289fa38c2c2ad11f5e2986
Author: Campbell Barton
Date: Tue Dec 15 18:06:24 2015 +1100
Branches: master
https://developer.blender.org/rBa7c7ae5bf76f9b9036289fa38c2c2ad11f5e2986
Cleanup: math lib naming
Rename not-very-descriptive (p1, d) -> (ray_origin, ray_direction)
===================================================================
M source/blender/blenlib/BLI_math_geom.h
M source/blender/blenlib/intern/math_geom.c
===================================================================
diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h
index 256d2a5..9f8f010 100644
--- a/source/blender/blenlib/BLI_math_geom.h
+++ b/source/blender/blenlib/BLI_math_geom.h
@@ -181,7 +181,7 @@ bool isect_line_line_strict_v3(
float vi[3], float *r_lambda);
bool isect_ray_plane_v3(
- const float p1[3], const float d[3],
+ const float ray_origin[3], const float ray_direction[3],
const float plane[4],
float *r_lambda, const bool clip);
@@ -206,15 +206,15 @@ bool isect_line_tri_epsilon_v3(
const float v0[3], const float v1[3], const float v2[3],
float *r_lambda, float r_uv[2], const float epsilon);
bool isect_ray_tri_v3(
- const float p1[3], const float d[3],
+ const float ray_origin[3], const float ray_direction[3],
const float v0[3], const float v1[3], const float v2[3],
float *r_lambda, float r_uv[2]);
bool isect_ray_tri_threshold_v3(
- const float p1[3], const float d[3],
+ const float ray_origin[3], const float ray_direction[3],
const float v0[3], const float v1[3], const float v2[3],
float *r_lambda, float r_uv[2], const float threshold);
bool isect_ray_tri_epsilon_v3(
- const float p1[3], const float d[3],
+ const float ray_origin[3], const float ray_direction[3],
const float v0[3], const float v1[3], const float v2[3],
float *r_lambda, float r_uv[2], const float epsilon);
bool isect_tri_tri_epsilon_v3(
@@ -233,20 +233,20 @@ struct IsectRayPrecalc {
};
void isect_ray_tri_watertight_v3_precalc(
- struct IsectRayPrecalc *isect_precalc, const float dir[3]);
+ struct IsectRayPrecalc *isect_precalc, const float ray_direction[3]);
bool isect_ray_tri_watertight_v3(
- const float P[3], const struct IsectRayPrecalc *isect_precalc,
+ const float ray_origin[3], const struct IsectRayPrecalc *isect_precalc,
const float v0[3], const float v1[3], const float v2[3],
float *r_dist, float r_uv[2]);
/* slower version which calculates IsectRayPrecalc each time */
bool isect_ray_tri_watertight_v3_simple(
- const float P[3], const float dir[3],
+ const float ray_origin[3], const float ray_direction[3],
const float v0[3], const float v1[3], const float v2[3],
float *r_lambda, float r_uv[2]);
bool isect_ray_seg_v2(
- const float p1[3], const float d[3],
- const float v0[3], const float v1[3],
+ const float ray_origin[2], const float ray_direction[2],
+ const float v0[2], const float v1[2],
float *r_lambda, float *r_u);
/* point in polygon */
@@ -259,19 +259,20 @@ int isect_point_tri_v2(const float pt[2], const float v1[2], const float v2[2],
bool isect_point_tri_v2_cw(const float pt[2], const float v1[2], const float v2[2], const float v3[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);
bool isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3]);
-bool isect_point_tri_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3],
- float r_vi[3]);
+bool isect_point_tri_v3(
+ const float p[3], const float v1[3], const float v2[3], const float v3[3],
+ float r_isect_co[3]);
/* axis-aligned bounding box */
bool isect_aabb_aabb_v3(const float min1[3], const float max1[3], const float min2[3], const float max2[3]);
typedef struct {
- float ray_start[3];
+ float ray_origin[3];
float ray_inv_dir[3];
int sign[3];
} IsectRayAABBData;
-void isect_ray_aabb_initialize(IsectRayAABBData *data, const float ray_start[3], const float ray_direction[3]);
+void isect_ray_aabb_initialize(IsectRayAABBData *data, const float ray_origin[3], const float ray_direction[3]);
bool isect_ray_aabb(const IsectRayAABBData *data, const float bb_min[3], const float bb_max[3], float *tmin);
/* other */
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index 4b74ca7..e635d3c 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -1215,7 +1215,7 @@ bool isect_line_tri_epsilon_v3(
* return non zero if it does
*/
bool isect_ray_tri_v3(
- const float p1[3], const float d[3],
+ const float ray_origin[3], const float ray_direction[3],
const float v0[3], const float v1[3], const float v2[3],
float *r_lambda, float r_uv[2])
{
@@ -1228,19 +1228,19 @@ bool isect_ray_tri_v3(
sub_v3_v3v3(e1, v1, v0);
sub_v3_v3v3(e2, v2, v0);
- cross_v3_v3v3(p, d, e2);
+ cross_v3_v3v3(p, ray_direction, e2);
a = dot_v3v3(e1, p);
if ((a > -epsilon) && (a < epsilon)) return false;
f = 1.0f / a;
- sub_v3_v3v3(s, p1, v0);
+ sub_v3_v3v3(s, ray_origin, v0);
u = f * dot_v3v3(s, p);
if ((u < 0.0f) || (u > 1.0f)) return false;
cross_v3_v3v3(q, s, e1);
- v = f * dot_v3v3(d, q);
+ v = f * dot_v3v3(ray_direction, q);
if ((v < 0.0f) || ((u + v) > 1.0f)) return false;
*r_lambda = f * dot_v3v3(e2, q);
@@ -1256,24 +1256,24 @@ bool isect_ray_tri_v3(
/**
* if clip is nonzero, will only return true if lambda is >= 0.0
- * (i.e. intersection point is along positive d)
+ * (i.e. intersection point is along positive \a ray_direction)
*
* \note #line_plane_factor_v3() shares logic.
*/
bool isect_ray_plane_v3(
- const float p1[3], const float d[3],
+ const float ray_origin[3], const float ray_direction[3],
const float plane[4],
float *r_lambda, const bool clip)
{
float h[3], plane_co[3];
float dot;
- dot = dot_v3v3(plane, d);
+ dot = dot_v3v3(plane, ray_direction);
if (dot == 0.0f) {
return false;
}
mul_v3_v3fl(plane_co, plane, (-plane[3] / len_squared_v3(plane)));
- sub_v3_v3v3(h, p1, plane_co);
+ sub_v3_v3v3(h, ray_origin, plane_co);
*r_lambda = -dot_v3v3(plane, h) / dot;
if (clip && (*r_lambda < 0.0f)) {
return false;
@@ -1282,9 +1282,9 @@ bool isect_ray_plane_v3(
}
bool isect_ray_tri_epsilon_v3(
- const float p1[3], const float d[3],
+ const float ray_origin[3], const float ray_direction[3],
const float v0[3], const float v1[3], const float v2[3],
- float *r_lambda, float uv[2], const float epsilon)
+ float *r_lambda, float r_uv[2], const float epsilon)
{
float p[3], s[3], e1[3], e2[3], q[3];
float a, f, u, v;
@@ -1292,50 +1292,50 @@ bool isect_ray_tri_epsilon_v3(
sub_v3_v3v3(e1, v1, v0);
sub_v3_v3v3(e2, v2, v0);
- cross_v3_v3v3(p, d, e2);
+ cross_v3_v3v3(p, ray_direction, e2);
a = dot_v3v3(e1, p);
if (a == 0.0f) return false;
f = 1.0f / a;
- sub_v3_v3v3(s, p1, v0);
+ sub_v3_v3v3(s, ray_origin, v0);
u = f * dot_v3v3(s, p);
if ((u < -epsilon) || (u > 1.0f + epsilon)) return false;
cross_v3_v3v3(q, s, e1);
- v = f * dot_v3v3(d, q);
+ v = f * dot_v3v3(ray_direction, q);
if ((v < -epsilon) || ((u + v) > 1.0f + epsilon)) return false;
*r_lambda = f * dot_v3v3(e2, q);
if ((*r_lambda < 0.0f)) return false;
- if (uv) {
- uv[0] = u;
- uv[1] = v;
+ if (r_uv) {
+ r_uv[0] = u;
+ r_uv[1] = v;
}
return true;
}
-void isect_ray_tri_watertight_v3_precalc(struct IsectRayPrecalc *isect_precalc, const float dir[3])
+void isect_ray_tri_watertight_v3_precalc(struct IsectRayPrecalc *isect_precalc, const float ray_direction[3])
{
float inv_dir_z;
/* Calculate dimension where the ray direction is maximal. */
- int kz = axis_dominant_v3_single(dir);
+ int kz = axis_dominant_v3_single(ray_direction);
int kx = (kz != 2) ? (kz + 1) : 0;
int ky = (kx != 2) ? (kx + 1) : 0;
/* Swap kx and ky dimensions to preserve winding direction of triangles. */
- if (dir[kz] < 0.0f) {
+ if (ray_direction[kz] < 0.0f) {
SWAP(int, kx, ky);
}
/* Calculate the shear constants. */
- inv_dir_z = 1.0f / dir[kz];
- isect_precalc->sx = dir[kx] * inv_dir_z;
- isect_precalc->sy = dir[ky] * inv_dir_z;
+ inv_dir_z = 1.0f / ray_direction[kz];
+ isect_precalc->sx = ray_direction[kx] * inv_dir_z;
+ isect_precalc->sy = ray_direction[ky] * inv_dir_z;
isect_precalc->sz = inv_dir_z;
/* Store the dimensions. */
@@ -1345,7 +1345,7 @@ void isect_ray_tri_watertight_v3_precalc(struct IsectRayPrecalc *isect_precalc,
}
bool isect_ray_tri_watertight_v3(
- const float p[3], const struct IsectRayPrecalc *isect_precalc,
+ const float ray_origin[3], const struct IsectRayPrecalc *isect_precalc,
const float v0[3], const float v1[3], const float v2[3],
float *r_lambda, float r_uv[2])
{
@@ -1357,9 +1357,9 @@ bool isect_ray_tri_watertight_v3(
const float sz = isect_precalc->sz;
/* Calculate vertices relative to ray origin. */
- const float a[3] = {v0[0] - p[0], v0[1] - p[1], v0[2] - p[2]};
- const float b[3] = {v1[0] - p[0], v1[1] - p[1], v1[2] - p[2]};
- const float c[3] = {v2[0] - p[0], v2[1] - p[1], v2[2] - p[2]};
+ const float a[3] = {v0[0] - ray_origin[0], v0[1] - ray_origin[1], v0[2] - ray_origin[2]};
+ const float b[3] = {v1[0] - ray_origin[0], v1[1] - ray_origin[1], v1[2] - ray_origin[2]};
+ const float c[3] = {v2[0] - ray_origin[0], v2[1] - ray_origin[1], v2[2] - ray_origin[2]};
const float a_kx = a[kx], a_ky = a[ky], a_kz = a[kz];
const float b_kx = b[kx], b_ky = b[ky], b_kz = b[kz];
@@ -1423,13 +1423,13 @@ bool isect_ray_tri_watertight_v3(
}
bool isect_ray_tri_watertight_v3_simple(
- const float P[3], const float dir[3],
+ const float ray_origin[3], const float ray_direction[3],
const float v0[3], const float v1[3], const float v2[3],
float *r_lambda, float r_uv[2])
{
struct IsectRayPrecalc isect_precalc;
- isect_ray_tri_watertight_v3_precalc(&isect_precalc, dir);
- return isect_ray_tri_watertight_v3(P, &isect_precalc, v0, v1, v2, r_lambda, r_uv);
+ isect_ray_tri_watertight_v3_precalc(&isect_precalc, ray_direction);
+ return isect_ray_tri_watertight_v3(ray_origin, &isect_precalc, v0, v1, v2, r_lambda, r_uv);
}
#if 0 /* UNUSED */
@@ -1438,7 +1438,7 @@ bool isect_ray_tri_watertight_v3_simple(
* so rays slightly outside the triangle to be considered as intersecting.
*
@@ Diff output truncated at 10240 characters. @@
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