source: NonGTP/OpenEXR/include/Imath/ImathVecAlgo.h @ 855

Revision 855, 4.4 KB checked in by igarcia, 19 years ago (diff)
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1///////////////////////////////////////////////////////////////////////////
2//
3// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
4// Digital Ltd. LLC
5//
6// All rights reserved.
7//
8// Redistribution and use in source and binary forms, with or without
9// modification, are permitted provided that the following conditions are
10// met:
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12// notice, this list of conditions and the following disclaimer.
13// *       Redistributions in binary form must reproduce the above
14// copyright notice, this list of conditions and the following disclaimer
15// in the documentation and/or other materials provided with the
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31// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
32//
33///////////////////////////////////////////////////////////////////////////
34
35
36
37#ifndef INCLUDED_IMATHVECALGO_H
38#define INCLUDED_IMATHVECALGO_H
39
40//-------------------------------------------------------------------------
41//
42//      This file contains algorithms applied to or in conjunction
43//      with points (Imath::Vec2 and Imath::Vec3).
44//      The assumption made is that these functions are called much
45//      less often than the basic point functions or these functions
46//      require more support classes.
47//
48//-------------------------------------------------------------------------
49
50#include <ImathVec.h>
51#include <ImathLimits.h>
52
53namespace Imath {
54
55
56//--------------------------------------------------------------
57// Find the projection of vector t onto vector s (Vec2 and Vec3)
58//--------------------------------------------------------------
59
60template <class Vec> Vec        project (const Vec &s, const Vec &t);
61
62
63//----------------------------------------------
64// Find a vector which is perpendicular to s and
65// in the same plane as s and t (Vec2 and Vec3)
66//----------------------------------------------
67
68template <class Vec> Vec        orthogonal (const Vec &s, const Vec &t);
69
70
71//-----------------------------------------------
72// Find the direction of a ray s after reflection
73// off a plane with normal t (Vec2 and Vec3)
74//-----------------------------------------------
75
76template <class Vec> Vec        reflect (const Vec &s, const Vec &t);
77
78
79//----------------------------------------------------------------------
80// Find the vertex of triangle (v0, v1, v2), which is closest to point p
81// (Vec2 and Vec3).
82//----------------------------------------------------------------------
83
84template <class Vec> Vec        closestVertex (const Vec &v0,
85                                               const Vec &v1,
86                                               const Vec &v2,
87                                               const Vec &p);
88
89//---------------
90// Implementation
91//---------------
92
93template <class Vec>
94Vec
95project (const Vec &s, const Vec &t)
96{
97    Vec sNormalized = s.normalized();
98    return sNormalized * (sNormalized ^ t);
99}
100
101template <class Vec>
102Vec
103orthogonal (const Vec &s, const Vec &t)
104{
105    return t - project (s, t);
106}
107
108template <class Vec>
109Vec
110reflect (const Vec &s, const Vec &t)
111{
112    return s - typename Vec::BaseType(2) * (s - project(t, s));
113}
114
115template <class Vec>
116Vec
117closestVertex(const Vec &v0,
118              const Vec &v1,
119              const Vec &v2,
120              const Vec &p)
121{
122    Vec nearest = v0;
123    typename Vec::BaseType neardot = (v0 - p).length2();
124    typename Vec::BaseType tmp     = (v1 - p).length2();
125
126    if (tmp < neardot)
127    {
128        neardot = tmp;
129        nearest = v1;
130    }
131
132    tmp = (v2 - p).length2();
133
134    if (tmp < neardot)
135    {
136        neardot = tmp;
137        nearest = v2;
138    }
139
140    return nearest;
141}
142
143
144} // namespace Imath
145
146#endif
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