⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 imathvec.cpp

📁 image converter source code
💻 CPP
字号:
/////////////////////////////////////////////////////////////////////////////// Copyright (c) 2002, 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.///////////////////////////////////////////////////////////////////////////////----------------------------------------------------------------------------////	Specializations of the Vec2<T> and Vec3<T> templates.////----------------------------------------------------------------------------#include "ImathVec.h"#if (defined _WIN32 || defined _WIN64) && defined _MSC_VER// suppress exception specification warnings#pragma warning(disable:4290)#endifnamespace Imath {namespace{template<class T>boolnormalizeOrThrow(Vec2<T> &v){    int axis = -1;    for (int i = 0; i < 2; i ++)    {	if (v[i] != 0)	{	    if (axis != -1)	    {		throw IntVecNormalizeExc ("Cannot normalize an integer "					  "vector unless it is parallel "					  "to a principal axis");	    }	    axis = i;	}    }    v[axis] = (v[axis] > 0) ? 1 : -1;    return true;}template<class T>boolnormalizeOrThrow(Vec3<T> &v){    int axis = -1;    for (int i = 0; i < 3; i ++)    {	if (v[i] != 0)	{	    if (axis != -1)	    {		throw IntVecNormalizeExc ("Cannot normalize an integer "					  "vector unless it is parallel "					  "to a principal axis");	    }	    axis = i;	}    }    v[axis] = (v[axis] > 0) ? 1 : -1;    return true;}}// Vec2<short>template <> shortVec2<short>::length () const{    float lenF = Math<float>::sqrt (dot (*this));    short lenS = (short) (lenF + 0.5f);    return lenS;}template <>const Vec2<short> &Vec2<short>::normalize (){    normalizeOrThrow<short>(*this);    return *this;}template <>const Vec2<short> &Vec2<short>::normalizeExc () throw (Iex::MathExc){    if ((x == 0) && (y == 0))	throw NullVecExc ("Cannot normalize null vector.");    normalizeOrThrow<short>(*this);    return *this;}template <>const Vec2<short> &Vec2<short>::normalizeNonNull (){    normalizeOrThrow<short>(*this);    return *this;}template <>Vec2<short>Vec2<short>::normalized () const{    Vec2<short> v(*this);    normalizeOrThrow<short>(v);    return v;}template <>Vec2<short>Vec2<short>::normalizedExc () const throw (Iex::MathExc){    if ((x == 0) && (y == 0))	throw NullVecExc ("Cannot normalize null vector.");    Vec2<short> v(*this);    normalizeOrThrow<short>(v);    return v;}template <>Vec2<short>Vec2<short>::normalizedNonNull () const{    Vec2<short> v(*this);    normalizeOrThrow<short>(v);    return v;}// Vec2<int>template <> intVec2<int>::length () const{    float lenF = Math<float>::sqrt (dot (*this));    int lenI = (int) (lenF + 0.5f);    return lenI;}template <>const Vec2<int> &Vec2<int>::normalize (){    normalizeOrThrow<int>(*this);    return *this;}template <>const Vec2<int> &Vec2<int>::normalizeExc () throw (Iex::MathExc){    if ((x == 0) && (y == 0))	throw NullVecExc ("Cannot normalize null vector.");    normalizeOrThrow<int>(*this);    return *this;}template <>const Vec2<int> &Vec2<int>::normalizeNonNull (){    normalizeOrThrow<int>(*this);    return *this;}template <>Vec2<int>Vec2<int>::normalized () const{    Vec2<int> v(*this);    normalizeOrThrow<int>(v);    return v;}template <>Vec2<int>Vec2<int>::normalizedExc () const throw (Iex::MathExc){    if ((x == 0) && (y == 0))	throw NullVecExc ("Cannot normalize null vector.");    Vec2<int> v(*this);    normalizeOrThrow<int>(v);    return v;}template <>Vec2<int>Vec2<int>::normalizedNonNull () const{    Vec2<int> v(*this);    normalizeOrThrow<int>(v);    return v;}// Vec3<short>template <> shortVec3<short>::length () const{    float lenF = Math<float>::sqrt (dot (*this));    short lenS = (short) (lenF + 0.5f);    return lenS;}template <>const Vec3<short> &Vec3<short>::normalize (){    normalizeOrThrow<short>(*this);    return *this;}template <>const Vec3<short> &Vec3<short>::normalizeExc () throw (Iex::MathExc){    if ((x == 0) && (y == 0) && (z == 0))	throw NullVecExc ("Cannot normalize null vector.");    normalizeOrThrow<short>(*this);    return *this;}template <>const Vec3<short> &Vec3<short>::normalizeNonNull (){    normalizeOrThrow<short>(*this);    return *this;}template <>Vec3<short>Vec3<short>::normalized () const{    Vec3<short> v(*this);    normalizeOrThrow<short>(v);    return v;}template <>Vec3<short>Vec3<short>::normalizedExc () const throw (Iex::MathExc){    if ((x == 0) && (y == 0) && (z == 0))	throw NullVecExc ("Cannot normalize null vector.");    Vec3<short> v(*this);    normalizeOrThrow<short>(v);    return v;}template <>Vec3<short>Vec3<short>::normalizedNonNull () const{    Vec3<short> v(*this);    normalizeOrThrow<short>(v);    return v;}// Vec3<int>template <> intVec3<int>::length () const{    float lenF = Math<float>::sqrt (dot (*this));    int lenI = (int) (lenF + 0.5f);    return lenI;}template <>const Vec3<int> &Vec3<int>::normalize (){    normalizeOrThrow<int>(*this);    return *this;}template <>const Vec3<int> &Vec3<int>::normalizeExc () throw (Iex::MathExc){    if ((x == 0) && (y == 0) && (z == 0))	throw NullVecExc ("Cannot normalize null vector.");    normalizeOrThrow<int>(*this);    return *this;}template <>const Vec3<int> &Vec3<int>::normalizeNonNull (){    normalizeOrThrow<int>(*this);    return *this;}template <>Vec3<int>Vec3<int>::normalized () const{    Vec3<int> v(*this);    normalizeOrThrow<int>(v);    return v;}template <>Vec3<int>Vec3<int>::normalizedExc () const throw (Iex::MathExc){    if ((x == 0) && (y == 0) && (z == 0))	throw NullVecExc ("Cannot normalize null vector.");    Vec3<int> v(*this);    normalizeOrThrow<int>(v);    return v;}template <>Vec3<int>Vec3<int>::normalizedNonNull () const{    Vec3<int> v(*this);    normalizeOrThrow<int>(v);    return v;}} // namespace Imath

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -