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- ///////////////////////////////////////////////////////////////////////////
- //
- // Copyright (c) 2002-2012, Industrial Light & Magic, a division of Lucas
- // Digital Ltd. LLC
- //
- // All rights reserved.
- //
- // Redistribution and use in source and binary forms, with or without
- // modification, are permitted provided that the following conditions are
- // met:
- // * Redistributions of source code must retain the above copyright
- // notice, this list of conditions and the following disclaimer.
- // * Redistributions in binary form must reproduce the above
- // copyright notice, this list of conditions and the following disclaimer
- // in the documentation and/or other materials provided with the
- // distribution.
- // * Neither the name of Industrial Light & Magic nor the names of
- // its contributors may be used to endorse or promote products derived
- // from this software without specific prior written permission.
- //
- // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- //
- ///////////////////////////////////////////////////////////////////////////
- #ifndef INCLUDED_IMATHLINE_H
- #define INCLUDED_IMATHLINE_H
- //-------------------------------------
- //
- // A 3D line class template
- //
- //-------------------------------------
- #include "ImathVec.h"
- #include "ImathLimits.h"
- #include "ImathMatrix.h"
- #include "ImathNamespace.h"
- IMATH_INTERNAL_NAMESPACE_HEADER_ENTER
- template <class T>
- class Line3
- {
- public:
- Vec3<T> pos;
- Vec3<T> dir;
-
- //-------------------------------------------------------------
- // Constructors - default is normalized units along direction
- //-------------------------------------------------------------
- Line3() {}
- Line3(const Vec3<T>& point1, const Vec3<T>& point2);
- //------------------
- // State Query/Set
- //------------------
- void set(const Vec3<T>& point1,
- const Vec3<T>& point2);
- //-------
- // F(t)
- //-------
- Vec3<T> operator() (T parameter) const;
- //---------
- // Query
- //---------
- T distanceTo(const Vec3<T>& point) const;
- T distanceTo(const Line3<T>& line) const;
- Vec3<T> closestPointTo(const Vec3<T>& point) const;
- Vec3<T> closestPointTo(const Line3<T>& line) const;
- };
- //--------------------
- // Convenient typedefs
- //--------------------
- typedef Line3<float> Line3f;
- typedef Line3<double> Line3d;
- //---------------
- // Implementation
- //---------------
- template <class T>
- inline Line3<T>::Line3(const Vec3<T> &p0, const Vec3<T> &p1)
- {
- set(p0,p1);
- }
- template <class T>
- inline void Line3<T>::set(const Vec3<T> &p0, const Vec3<T> &p1)
- {
- pos = p0; dir = p1-p0;
- dir.normalize();
- }
- template <class T>
- inline Vec3<T> Line3<T>::operator()(T parameter) const
- {
- return pos + dir * parameter;
- }
- template <class T>
- inline T Line3<T>::distanceTo(const Vec3<T>& point) const
- {
- return (closestPointTo(point)-point).length();
- }
- template <class T>
- inline Vec3<T> Line3<T>::closestPointTo(const Vec3<T>& point) const
- {
- return ((point - pos) ^ dir) * dir + pos;
- }
- template <class T>
- inline T Line3<T>::distanceTo(const Line3<T>& line) const
- {
- T d = (dir % line.dir) ^ (line.pos - pos);
- return (d >= 0)? d: -d;
- }
- template <class T>
- inline Vec3<T>
- Line3<T>::closestPointTo(const Line3<T>& line) const
- {
- // Assumes the lines are normalized
- Vec3<T> posLpos = pos - line.pos ;
- T c = dir ^ posLpos;
- T a = line.dir ^ dir;
- T f = line.dir ^ posLpos ;
- T num = c - a * f;
- T denom = a*a - 1;
- T absDenom = ((denom >= 0)? denom: -denom);
- if (absDenom < 1)
- {
- T absNum = ((num >= 0)? num: -num);
- if (absNum >= absDenom * limits<T>::max())
- return pos;
- }
- return pos + dir * (num / denom);
- }
- template<class T>
- std::ostream& operator<< (std::ostream &o, const Line3<T> &line)
- {
- return o << "(" << line.pos << ", " << line.dir << ")";
- }
- template<class S, class T>
- inline Line3<S> operator * (const Line3<S> &line, const Matrix44<T> &M)
- {
- return Line3<S>( line.pos * M, (line.pos + line.dir) * M );
- }
- IMATH_INTERNAL_NAMESPACE_HEADER_EXIT
- #endif // INCLUDED_IMATHLINE_H
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