ImathVecAlgo.h 4.6 KB

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  1. ///////////////////////////////////////////////////////////////////////////
  2. //
  3. // Copyright (c) 2002-2012, 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:
  11. // * Redistributions of source code must retain the above copyright
  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
  16. // distribution.
  17. // * Neither the name of Industrial Light & Magic nor the names of
  18. // its contributors may be used to endorse or promote products derived
  19. // from this software without specific prior written permission.
  20. //
  21. // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  22. // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  23. // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  24. // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  25. // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  26. // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
  27. // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  28. // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  29. // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  30. // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  31. // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  32. //
  33. ///////////////////////////////////////////////////////////////////////////
  34. #ifndef INCLUDED_IMATHVECALGO_H
  35. #define INCLUDED_IMATHVECALGO_H
  36. //-------------------------------------------------------------------------
  37. //
  38. // This file contains algorithms applied to or in conjunction
  39. // with points (Imath::Vec2 and Imath::Vec3).
  40. // The assumption made is that these functions are called much
  41. // less often than the basic point functions or these functions
  42. // require more support classes.
  43. //
  44. //-------------------------------------------------------------------------
  45. #include "ImathVec.h"
  46. #include "ImathLimits.h"
  47. #include "ImathNamespace.h"
  48. IMATH_INTERNAL_NAMESPACE_HEADER_ENTER
  49. //-----------------------------------------------------------------
  50. // Find the projection of vector t onto vector s (Vec2, Vec3, Vec4)
  51. //-----------------------------------------------------------------
  52. template <class Vec> Vec project (const Vec &s, const Vec &t);
  53. //------------------------------------------------
  54. // Find a vector that is perpendicular to s and
  55. // in the same plane as s and t (Vec2, Vec3, Vec4)
  56. //------------------------------------------------
  57. template <class Vec> Vec orthogonal (const Vec &s, const Vec &t);
  58. //-----------------------------------------------
  59. // Find the direction of a ray s after reflection
  60. // off a plane with normal t (Vec2, Vec3, Vec4)
  61. //-----------------------------------------------
  62. template <class Vec> Vec reflect (const Vec &s, const Vec &t);
  63. //--------------------------------------------------------------------
  64. // Find the vertex of triangle (v0, v1, v2) that is closest to point p
  65. // (Vec2, Vec3, Vec4)
  66. //--------------------------------------------------------------------
  67. template <class Vec> Vec closestVertex (const Vec &v0,
  68. const Vec &v1,
  69. const Vec &v2,
  70. const Vec &p);
  71. //---------------
  72. // Implementation
  73. //---------------
  74. template <class Vec>
  75. Vec
  76. project (const Vec &s, const Vec &t)
  77. {
  78. Vec sNormalized = s.normalized();
  79. return sNormalized * (sNormalized ^ t);
  80. }
  81. template <class Vec>
  82. Vec
  83. orthogonal (const Vec &s, const Vec &t)
  84. {
  85. return t - project (s, t);
  86. }
  87. template <class Vec>
  88. Vec
  89. reflect (const Vec &s, const Vec &t)
  90. {
  91. return s - typename Vec::BaseType(2) * (s - project(t, s));
  92. }
  93. template <class Vec>
  94. Vec
  95. closestVertex(const Vec &v0,
  96. const Vec &v1,
  97. const Vec &v2,
  98. const Vec &p)
  99. {
  100. Vec nearest = v0;
  101. typename Vec::BaseType neardot = (v0 - p).length2();
  102. typename Vec::BaseType tmp = (v1 - p).length2();
  103. if (tmp < neardot)
  104. {
  105. neardot = tmp;
  106. nearest = v1;
  107. }
  108. tmp = (v2 - p).length2();
  109. if (tmp < neardot)
  110. {
  111. neardot = tmp;
  112. nearest = v2;
  113. }
  114. return nearest;
  115. }
  116. IMATH_INTERNAL_NAMESPACE_HEADER_EXIT
  117. #endif // INCLUDED_IMATHVECALGO_H