147 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			147 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| ///////////////////////////////////////////////////////////////////////////
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| //
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| // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
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| // Digital Ltd. LLC
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| //
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| // All rights reserved.
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| //
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| // Redistribution and use in source and binary forms, with or without
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| // modification, are permitted provided that the following conditions are
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| // met:
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| // *       Redistributions of source code must retain the above copyright
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| // notice, this list of conditions and the following disclaimer.
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| // *       Redistributions in binary form must reproduce the above
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| // copyright notice, this list of conditions and the following disclaimer
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| // in the documentation and/or other materials provided with the
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| // distribution.
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| // *       Neither the name of Industrial Light & Magic nor the names of
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| // its contributors may be used to endorse or promote products derived
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| // from this software without specific prior written permission.
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| //
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| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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| // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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| // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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| // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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| // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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| // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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| // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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| // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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| // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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| // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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| //
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| ///////////////////////////////////////////////////////////////////////////
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| 
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| 
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| 
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| #ifndef INCLUDED_IMATHVECALGO_H
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| #define INCLUDED_IMATHVECALGO_H
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| 
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| //-------------------------------------------------------------------------
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| //
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| //      This file contains algorithms applied to or in conjunction
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| //      with points (Imath::Vec2 and Imath::Vec3).
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| //      The assumption made is that these functions are called much
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| //      less often than the basic point functions or these functions
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| //      require more support classes.
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| //
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| //-------------------------------------------------------------------------
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| 
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| #include "ImathVec.h"
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| #include "ImathLimits.h"
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| 
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| namespace Imath {
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| 
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| 
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| //-----------------------------------------------------------------
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| // Find the projection of vector t onto vector s (Vec2, Vec3, Vec4)
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| //-----------------------------------------------------------------
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| 
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| template <class Vec> Vec        project (const Vec &s, const Vec &t);
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| 
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| 
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| //------------------------------------------------
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| // Find a vector that is perpendicular to s and
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| // in the same plane as s and t (Vec2, Vec3, Vec4)
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| //------------------------------------------------
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| 
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| template <class Vec> Vec        orthogonal (const Vec &s, const Vec &t);
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| 
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| 
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| //-----------------------------------------------
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| // Find the direction of a ray s after reflection
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| // off a plane with normal t (Vec2, Vec3, Vec4)
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| //-----------------------------------------------
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| 
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| template <class Vec> Vec        reflect (const Vec &s, const Vec &t);
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| 
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| 
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| //--------------------------------------------------------------------
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| // Find the vertex of triangle (v0, v1, v2) that is closest to point p
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| // (Vec2, Vec3, Vec4)
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| //--------------------------------------------------------------------
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| 
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| template <class Vec> Vec        closestVertex (const Vec &v0,
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|                                                const Vec &v1,
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|                                                const Vec &v2,
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|                                                const Vec &p);
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| 
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| //---------------
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| // Implementation
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| //---------------
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| 
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| template <class Vec>
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| Vec
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| project (const Vec &s, const Vec &t)
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| {
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|     Vec sNormalized = s.normalized();
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|     return sNormalized * (sNormalized ^ t);
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| }
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| 
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| template <class Vec>
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| Vec
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| orthogonal (const Vec &s, const Vec &t)
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| {
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|     return t - project (s, t);
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| }
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| 
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| template <class Vec>
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| Vec
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| reflect (const Vec &s, const Vec &t)
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| {
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|     return s - typename Vec::BaseType(2) * (s - project(t, s));
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| }
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| 
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| template <class Vec>
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| Vec
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| closestVertex(const Vec &v0,
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|               const Vec &v1,
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|               const Vec &v2,
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|               const Vec &p)
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| {
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|     Vec nearest = v0;
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|     typename Vec::BaseType neardot = (v0 - p).length2();
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|     typename Vec::BaseType tmp     = (v1 - p).length2();
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| 
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|     if (tmp < neardot)
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|     {
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|         neardot = tmp;
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|         nearest = v1;
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|     }
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| 
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|     tmp = (v2 - p).length2();
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| 
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|     if (tmp < neardot)
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|     {
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|         neardot = tmp;
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|         nearest = v2;
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|     }
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| 
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|     return nearest;
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| }
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| 
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| 
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| } // namespace Imath
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| 
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| #endif
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