[855] | 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_IMATHVECALGO_H |
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| 38 | #define INCLUDED_IMATHVECALGO_H |
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| 39 | |
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| 40 | //------------------------------------------------------------------------- |
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| 41 | // |
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| 42 | // This file contains algorithms applied to or in conjunction |
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| 43 | // with points (Imath::Vec2 and Imath::Vec3). |
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| 44 | // The assumption made is that these functions are called much |
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| 45 | // less often than the basic point functions or these functions |
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| 46 | // require more support classes. |
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| 47 | // |
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| 48 | //------------------------------------------------------------------------- |
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| 49 | |
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| 50 | #include <ImathVec.h> |
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| 51 | #include <ImathLimits.h> |
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| 52 | |
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| 53 | namespace Imath { |
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| 54 | |
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| 55 | |
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| 56 | //-------------------------------------------------------------- |
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| 57 | // Find the projection of vector t onto vector s (Vec2 and Vec3) |
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| 58 | //-------------------------------------------------------------- |
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| 59 | |
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| 60 | template <class Vec> Vec project (const Vec &s, const Vec &t); |
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| 61 | |
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| 62 | |
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| 63 | //---------------------------------------------- |
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| 64 | // Find a vector which is perpendicular to s and |
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| 65 | // in the same plane as s and t (Vec2 and Vec3) |
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| 66 | //---------------------------------------------- |
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| 67 | |
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| 68 | template <class Vec> Vec orthogonal (const Vec &s, const Vec &t); |
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| 69 | |
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| 70 | |
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| 71 | //----------------------------------------------- |
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| 72 | // Find the direction of a ray s after reflection |
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| 73 | // off a plane with normal t (Vec2 and Vec3) |
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| 74 | //----------------------------------------------- |
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| 75 | |
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| 76 | template <class Vec> Vec reflect (const Vec &s, const Vec &t); |
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| 77 | |
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| 78 | |
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| 79 | //---------------------------------------------------------------------- |
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| 80 | // Find the vertex of triangle (v0, v1, v2), which is closest to point p |
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| 81 | // (Vec2 and Vec3). |
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| 82 | //---------------------------------------------------------------------- |
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| 83 | |
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| 84 | template <class Vec> Vec closestVertex (const Vec &v0, |
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| 85 | const Vec &v1, |
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| 86 | const Vec &v2, |
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| 87 | const Vec &p); |
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| 88 | |
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| 89 | //--------------- |
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| 90 | // Implementation |
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| 91 | //--------------- |
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| 92 | |
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| 93 | template <class Vec> |
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| 94 | Vec |
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| 95 | project (const Vec &s, const Vec &t) |
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| 96 | { |
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| 97 | Vec sNormalized = s.normalized(); |
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| 98 | return sNormalized * (sNormalized ^ t); |
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| 99 | } |
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| 100 | |
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| 101 | template <class Vec> |
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| 102 | Vec |
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| 103 | orthogonal (const Vec &s, const Vec &t) |
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| 104 | { |
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| 105 | return t - project (s, t); |
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| 106 | } |
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| 107 | |
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| 108 | template <class Vec> |
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| 109 | Vec |
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| 110 | reflect (const Vec &s, const Vec &t) |
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| 111 | { |
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| 112 | return s - typename Vec::BaseType(2) * (s - project(t, s)); |
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| 113 | } |
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| 114 | |
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| 115 | template <class Vec> |
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| 116 | Vec |
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| 117 | closestVertex(const Vec &v0, |
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| 118 | const Vec &v1, |
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| 119 | const Vec &v2, |
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| 120 | const Vec &p) |
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| 121 | { |
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| 122 | Vec nearest = v0; |
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| 123 | typename Vec::BaseType neardot = (v0 - p).length2(); |
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| 124 | typename Vec::BaseType tmp = (v1 - p).length2(); |
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| 125 | |
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| 126 | if (tmp < neardot) |
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| 127 | { |
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| 128 | neardot = tmp; |
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| 129 | nearest = v1; |
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| 130 | } |
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| 131 | |
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| 132 | tmp = (v2 - p).length2(); |
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| 133 | |
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| 134 | if (tmp < neardot) |
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| 135 | { |
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| 136 | neardot = tmp; |
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| 137 | nearest = v2; |
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| 138 | } |
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| 139 | |
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| 140 | return nearest; |
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| 141 | } |
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| 142 | |
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| 143 | |
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| 144 | } // namespace Imath |
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| 145 | |
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| 146 | #endif |
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