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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_IMATHVECALGO_H
- #define INCLUDED_IMATHVECALGO_H
- //-------------------------------------------------------------------------
- //
- // This file contains algorithms applied to or in conjunction
- // with points (Imath::Vec2 and Imath::Vec3).
- // The assumption made is that these functions are called much
- // less often than the basic point functions or these functions
- // require more support classes.
- //
- //-------------------------------------------------------------------------
- #include "ImathVec.h"
- #include "ImathLimits.h"
- #include "ImathNamespace.h"
- IMATH_INTERNAL_NAMESPACE_HEADER_ENTER
- //-----------------------------------------------------------------
- // Find the projection of vector t onto vector s (Vec2, Vec3, Vec4)
- //-----------------------------------------------------------------
- template <class Vec> Vec project (const Vec &s, const Vec &t);
- //------------------------------------------------
- // Find a vector that is perpendicular to s and
- // in the same plane as s and t (Vec2, Vec3, Vec4)
- //------------------------------------------------
- template <class Vec> Vec orthogonal (const Vec &s, const Vec &t);
- //-----------------------------------------------
- // Find the direction of a ray s after reflection
- // off a plane with normal t (Vec2, Vec3, Vec4)
- //-----------------------------------------------
- template <class Vec> Vec reflect (const Vec &s, const Vec &t);
- //--------------------------------------------------------------------
- // Find the vertex of triangle (v0, v1, v2) that is closest to point p
- // (Vec2, Vec3, Vec4)
- //--------------------------------------------------------------------
- template <class Vec> Vec closestVertex (const Vec &v0,
- const Vec &v1,
- const Vec &v2,
- const Vec &p);
- //---------------
- // Implementation
- //---------------
- template <class Vec>
- Vec
- project (const Vec &s, const Vec &t)
- {
- Vec sNormalized = s.normalized();
- return sNormalized * (sNormalized ^ t);
- }
- template <class Vec>
- Vec
- orthogonal (const Vec &s, const Vec &t)
- {
- return t - project (s, t);
- }
- template <class Vec>
- Vec
- reflect (const Vec &s, const Vec &t)
- {
- return s - typename Vec::BaseType(2) * (s - project(t, s));
- }
- template <class Vec>
- Vec
- closestVertex(const Vec &v0,
- const Vec &v1,
- const Vec &v2,
- const Vec &p)
- {
- Vec nearest = v0;
- typename Vec::BaseType neardot = (v0 - p).length2();
- typename Vec::BaseType tmp = (v1 - p).length2();
- if (tmp < neardot)
- {
- neardot = tmp;
- nearest = v1;
- }
- tmp = (v2 - p).length2();
- if (tmp < neardot)
- {
- neardot = tmp;
- nearest = v2;
- }
- return nearest;
- }
- IMATH_INTERNAL_NAMESPACE_HEADER_EXIT
- #endif // INCLUDED_IMATHVECALGO_H
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