1 | /////////////////////////////////////////////////////////////////////////// |
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2 | // |
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3 | // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas |
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4 | // Digital Ltd. LLC |
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5 | // |
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6 | // All rights reserved. |
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7 | // |
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8 | // Redistribution and use in source and binary forms, with or without |
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9 | // modification, are permitted provided that the following conditions are |
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10 | // met: |
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11 | // * Redistributions of source code must retain the above copyright |
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12 | // notice, this list of conditions and the following disclaimer. |
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13 | // * Redistributions in binary form must reproduce the above |
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14 | // copyright notice, this list of conditions and the following disclaimer |
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15 | // in the documentation and/or other materials provided with the |
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16 | // distribution. |
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17 | // * Neither the name of Industrial Light & Magic nor the names of |
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18 | // its contributors may be used to endorse or promote products derived |
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19 | // from this software without specific prior written permission. |
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20 | // |
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21 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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22 | // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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23 | // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
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24 | // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
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25 | // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
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26 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
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27 | // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
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28 | // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
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29 | // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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30 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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31 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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32 | // |
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33 | /////////////////////////////////////////////////////////////////////////// |
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34 | |
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35 | |
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36 | |
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37 | #ifndef INCLUDED_IMATHLINE_H |
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38 | #define INCLUDED_IMATHLINE_H |
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39 | |
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40 | //------------------------------------- |
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41 | // |
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42 | // A 3D line class template |
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43 | // |
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44 | //------------------------------------- |
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45 | |
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46 | #include <ImathVec.h> |
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47 | #include <ImathLimits.h> |
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48 | #include <ImathMatrix.h> |
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49 | |
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50 | namespace Imath { |
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51 | |
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52 | |
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53 | template <class T> |
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54 | class Line3 |
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55 | { |
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56 | public: |
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57 | |
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58 | Vec3<T> pos; |
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59 | Vec3<T> dir; |
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60 | |
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61 | //------------------------------------------------------------- |
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62 | // Constructors - default is normalized units along direction |
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63 | //------------------------------------------------------------- |
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64 | |
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65 | Line3() {} |
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66 | Line3(const Vec3<T>& point1, const Vec3<T>& point2); |
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67 | |
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68 | //------------------ |
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69 | // State Query/Set |
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70 | //------------------ |
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71 | |
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72 | void set(const Vec3<T>& point1, |
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73 | const Vec3<T>& point2); |
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74 | |
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75 | //------- |
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76 | // F(t) |
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77 | //------- |
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78 | |
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79 | Vec3<T> operator() (T parameter) const; |
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80 | |
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81 | //--------- |
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82 | // Query |
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83 | //--------- |
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84 | |
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85 | T distanceTo(const Vec3<T>& point) const; |
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86 | T distanceTo(const Line3<T>& line) const; |
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87 | Vec3<T> closestPointTo(const Vec3<T>& point) const; |
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88 | Vec3<T> closestPointTo(const Line3<T>& line) const; |
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89 | }; |
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90 | |
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91 | |
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92 | //-------------------- |
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93 | // Convenient typedefs |
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94 | //-------------------- |
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95 | |
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96 | typedef Line3<float> Line3f; |
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97 | typedef Line3<double> Line3d; |
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98 | |
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99 | |
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100 | //--------------- |
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101 | // Implementation |
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102 | //--------------- |
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103 | |
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104 | template <class T> |
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105 | inline Line3<T>::Line3(const Vec3<T> &p0, const Vec3<T> &p1) |
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106 | { |
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107 | set(p0,p1); |
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108 | } |
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109 | |
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110 | template <class T> |
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111 | inline void Line3<T>::set(const Vec3<T> &p0, const Vec3<T> &p1) |
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112 | { |
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113 | pos = p0; dir = p1-p0; |
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114 | dir.normalize(); |
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115 | } |
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116 | |
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117 | template <class T> |
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118 | inline Vec3<T> Line3<T>::operator()(T parameter) const |
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119 | { |
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120 | return pos + dir * parameter; |
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121 | } |
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122 | |
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123 | template <class T> |
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124 | inline T Line3<T>::distanceTo(const Vec3<T>& point) const |
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125 | { |
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126 | return (closestPointTo(point)-point).length(); |
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127 | } |
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128 | |
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129 | template <class T> |
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130 | inline Vec3<T> Line3<T>::closestPointTo(const Vec3<T>& point) const |
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131 | { |
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132 | return ((point - pos) ^ dir) * dir + pos; |
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133 | } |
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134 | |
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135 | template <class T> |
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136 | inline T Line3<T>::distanceTo(const Line3<T>& line) const |
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137 | { |
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138 | T d = (dir % line.dir) ^ (line.pos - pos); |
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139 | return (d >= 0)? d: -d; |
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140 | } |
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141 | |
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142 | template <class T> |
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143 | inline Vec3<T> |
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144 | Line3<T>::closestPointTo(const Line3<T>& line) const |
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145 | { |
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146 | // Assumes the lines are normalized |
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147 | |
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148 | Vec3<T> posLpos = pos - line.pos ; |
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149 | T c = dir ^ posLpos; |
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150 | T a = line.dir ^ dir; |
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151 | T f = line.dir ^ posLpos ; |
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152 | T num = c - a * f; |
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153 | |
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154 | T denom = a*a - 1; |
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155 | |
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156 | T absDenom = ((denom >= 0)? denom: -denom); |
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157 | |
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158 | if (absDenom < 1) |
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159 | { |
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160 | T absNum = ((num >= 0)? num: -num); |
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161 | |
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162 | if (absNum >= absDenom * limits<T>::max()) |
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163 | return pos; |
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164 | } |
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165 | |
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166 | return pos + dir * (num / denom); |
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167 | } |
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168 | |
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169 | template<class T> |
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170 | std::ostream& operator<< (std::ostream &o, const Line3<T> &line) |
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171 | { |
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172 | return o << "(" << line.pos << ", " << line.dir << ")"; |
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173 | } |
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174 | |
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175 | template<class S, class T> |
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176 | inline Line3<S> operator * (const Line3<S> &line, const Matrix44<T> &M) |
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177 | { |
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178 | return Line3<S>( line.pos * M, (line.pos + line.dir) * M ); |
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179 | } |
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180 | |
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181 | |
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182 | } // namespace Imath |
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183 | |
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184 | #endif |
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