Revision 191,
756 bytes
checked in by bittner, 19 years ago
(diff) |
basic sampling strategies
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1 | #ifndef __TRIANGLE3_H
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2 | #define __TRIANGLE3_H
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3 |
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4 | #include "Vector3.h"
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5 |
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6 | struct Triangle3 {
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7 |
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8 | Vector3 mVertices[3];
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9 |
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10 | Triangle3() {}
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11 | Triangle3(const Vector3 &a,
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12 | const Vector3 &b,
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13 | const Vector3 &c
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14 | ) {
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15 | Init(a, b, c);
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16 | }
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17 |
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18 | void
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19 | Init(const Vector3 &a,
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20 | const Vector3 &b,
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21 | const Vector3 &c
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22 | ) {
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23 | mVertices[0] = a;
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24 | mVertices[1] = b;
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25 | mVertices[2] = c;
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26 |
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27 | }
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28 |
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29 | Vector3 GetNormal() const {
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30 | Vector3 v1=mVertices[0]-mVertices[1], v2=mVertices[2]-mVertices[1];
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31 | return Normalize(CrossProd(v2,v1));
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32 | }
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33 |
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34 | Vector3 GetCenter() const {
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35 | return (mVertices[0] + mVertices[1] + mVertices[2])/3.0f;
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36 | }
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37 |
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38 | float GetSpatialAngle(const Vector3 &point) const;
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39 | };
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40 |
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41 |
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42 | #endif
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43 |
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