Cleanup: Rename 'isect_ray_seg_v3' to 'isect_ray_line_v3'
The name was misleading as it returns true whenever it intersects the line represented by the points.
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Notes:
blender-bot
2023-02-14 11:28:39 +01:00
Referenced by issue #79258, Eevee: Exposure triggers viewport update Referenced by issue #78307, Drawing artifacts in the Blender UI on macOS
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@ -454,11 +454,11 @@ bool isect_ray_seg_v2(const float ray_origin[2],
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float *r_lambda,
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float *r_u);
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bool isect_ray_seg_v3(const float ray_origin[3],
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const float ray_direction[3],
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const float v0[3],
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const float v1[3],
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float *r_lambda);
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bool isect_ray_line_v3(const float ray_origin[3],
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const float ray_direction[3],
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const float v0[3],
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const float v1[3],
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float *r_lambda);
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/* point in polygon */
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bool isect_point_poly_v2(const float pt[2],
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@ -630,7 +630,7 @@ float dist_squared_ray_to_seg_v3(const float ray_origin[3],
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float *r_depth)
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{
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float lambda, depth;
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if (isect_ray_seg_v3(ray_origin, ray_direction, v0, v1, &lambda)) {
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if (isect_ray_line_v3(ray_origin, ray_direction, v0, v1, &lambda)) {
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if (lambda <= 0.0f) {
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copy_v3_v3(r_point, v0);
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}
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@ -2129,11 +2129,11 @@ bool isect_ray_seg_v2(const float ray_origin[2],
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return false;
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}
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bool isect_ray_seg_v3(const float ray_origin[3],
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const float ray_direction[3],
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const float v0[3],
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const float v1[3],
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float *r_lambda)
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bool isect_ray_line_v3(const float ray_origin[3],
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const float ray_direction[3],
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const float v0[3],
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const float v1[3],
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float *r_lambda)
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{
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float a[3], t[3], n[3];
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sub_v3_v3v3(a, v1, v0);
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@ -1276,7 +1276,7 @@ static bool test_projected_edge_dist(const struct DistProjectedAABBPrecalc *prec
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float r_co[3])
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{
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float near_co[3], lambda;
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if (!isect_ray_seg_v3(precalc->ray_origin, precalc->ray_direction, va, vb, &lambda)) {
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if (!isect_ray_line_v3(precalc->ray_origin, precalc->ray_direction, va, vb, &lambda)) {
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copy_v3_v3(near_co, va);
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}
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else {
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@ -1668,11 +1668,11 @@ static short snap_mesh_edge_verts_mixed(SnapObjectContext *sctx,
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};
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float lambda;
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if (!isect_ray_seg_v3(neasrest_precalc.ray_origin,
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neasrest_precalc.ray_direction,
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v_pair[0],
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v_pair[1],
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&lambda)) {
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if (!isect_ray_line_v3(neasrest_precalc.ray_origin,
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neasrest_precalc.ray_direction,
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v_pair[0],
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v_pair[1],
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&lambda)) {
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/* do nothing */
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}
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else {
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