forked from bartvdbraak/blender
Just a few fixes to the indention of some functions (purely cosmetic code changes)
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@ -3098,45 +3098,45 @@ e.g. all points of triangular prism are within the intersection of 3 'slices'
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onother trivial case : cube
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but see a 'spat' which is a deformed cube with paired parallel planes needs only 3 slices too
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*/
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float h,rp[3],cp[3],q[3];
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float h,rp[3],cp[3],q[3];
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lambda_cp_line_ex(v1,l1,l2,cp);
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VecSubf(q,cp,v1);
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lambda_cp_line_ex(v1,l1,l2,cp);
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VecSubf(q,cp,v1);
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VecSubf(rp,p,v1);
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h=Inpf(q,rp)/Inpf(q,q);
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if (h < 0.0f || h > 1.0f) return 0;
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return 1;
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VecSubf(rp,p,v1);
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h=Inpf(q,rp)/Inpf(q,q);
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if (h < 0.0f || h > 1.0f) return 0;
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return 1;
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}
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/*adult sister defining the slice planes by the origin and the normal
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NOTE |normal| may not be 1 but defining the thickness of the slice*/
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int point_in_slice_as(float p[3],float origin[3],float normal[3])
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{
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float h,rp[3];
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VecSubf(rp,p,origin);
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h=Inpf(normal,rp)/Inpf(normal,normal);
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if (h < 0.0f || h > 1.0f) return 0;
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return 1;
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float h,rp[3];
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VecSubf(rp,p,origin);
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h=Inpf(normal,rp)/Inpf(normal,normal);
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if (h < 0.0f || h > 1.0f) return 0;
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return 1;
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}
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/*mama (knowing the squared lenght of the normal)*/
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int point_in_slice_m(float p[3],float origin[3],float normal[3],float lns)
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{
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float h,rp[3];
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VecSubf(rp,p,origin);
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h=Inpf(normal,rp)/lns;
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if (h < 0.0f || h > 1.0f) return 0;
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return 1;
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float h,rp[3];
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VecSubf(rp,p,origin);
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h=Inpf(normal,rp)/lns;
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if (h < 0.0f || h > 1.0f) return 0;
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return 1;
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}
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int point_in_tri_prism(float p[3], float v1[3], float v2[3], float v3[3])
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{
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if(!point_in_slice(p,v1,v2,v3)) return 0;
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if(!point_in_slice(p,v2,v3,v1)) return 0;
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if(!point_in_slice(p,v3,v1,v2)) return 0;
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return 1;
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if(!point_in_slice(p,v1,v2,v3)) return 0;
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if(!point_in_slice(p,v2,v3,v1)) return 0;
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if(!point_in_slice(p,v3,v1,v2)) return 0;
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return 1;
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}
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/********************************************************/
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