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📄 imathplane.h

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/////////////////////////////////////////////////////////////////////////////// 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./////////////////////////////////////////////////////////////////////////////#ifndef INCLUDED_IMATHPLANE_H#define INCLUDED_IMATHPLANE_H//----------------------------------------------------------------------////	template class Plane3////	The Imath::Plane3<> class represents a half space, so the//	normal may point either towards or away from origin.  The//	plane P can be represented by Imath::Plane3 as either p or -p//	corresponding to the two half-spaces on either side of the//	plane. Any function which computes a distance will return//	either negative or positive values for the distance indicating//	which half-space the point is in. Note that reflection, and//	intersection functions will operate as expected.////----------------------------------------------------------------------#include "ImathVec.h"#include "ImathLine.h"namespace Imath {template <class T>class Plane3{  public:    Vec3<T>			normal;    T				distance;    Plane3() {}    Plane3(const Vec3<T> &normal, T distance);    Plane3(const Vec3<T> &point, const Vec3<T> &normal);    Plane3(const Vec3<T> &point1,	   const Vec3<T> &point2,	   const Vec3<T> &point3);    //----------------------    //	Various set methods    //----------------------    void                        set(const Vec3<T> &normal,				    T distance);    void                        set(const Vec3<T> &point,				    const Vec3<T> &normal);    void                        set(const Vec3<T> &point1,				    const Vec3<T> &point2,				    const Vec3<T> &point3 );    //----------------------    //	Utilities    //----------------------    bool                        intersect(const Line3<T> &line,                                          Vec3<T> &intersection) const;    bool                        intersectT(const Line3<T> &line,					   T &parameter) const;    T				distanceTo(const Vec3<T> &) const;    Vec3<T>                     reflectPoint(const Vec3<T> &) const;    Vec3<T>                     reflectVector(const Vec3<T> &) const;};//--------------------// Convenient typedefs//--------------------typedef Plane3<float> Plane3f;typedef Plane3<double> Plane3d;//---------------// Implementation//---------------template <class T>inline Plane3<T>::Plane3(const Vec3<T> &p0,			 const Vec3<T> &p1,			 const Vec3<T> &p2){    set(p0,p1,p2);}template <class T>inline Plane3<T>::Plane3(const Vec3<T> &n, T d){    set(n, d);}template <class T>inline Plane3<T>::Plane3(const Vec3<T> &p, const Vec3<T> &n){    set(p, n);}template <class T>inline void Plane3<T>::set(const Vec3<T>& point1,			   const Vec3<T>& point2,			   const Vec3<T>& point3){    normal = (point2 - point1) % (point3 - point1);    normal.normalize();    distance = normal ^ point1;}template <class T>inline void Plane3<T>::set(const Vec3<T>& point, const Vec3<T>& n){    normal = n;    normal.normalize();    distance = normal ^ point;}template <class T>inline void Plane3<T>::set(const Vec3<T>& n, T d){    normal = n;    normal.normalize();    distance = d;}template <class T>inline T Plane3<T>::distanceTo(const Vec3<T> &point) const{    return (point ^ normal) - distance;}template <class T>inline Vec3<T> Plane3<T>::reflectPoint(const Vec3<T> &point) const{    return normal * distanceTo(point) * -2.0 + point;}template <class T>inline Vec3<T> Plane3<T>::reflectVector(const Vec3<T> &v) const{    return normal * (normal ^ v)  * 2.0 - v;}template <class T>inline bool Plane3<T>::intersect(const Line3<T>& line, Vec3<T>& point) const{    T d = normal ^ line.dir;    if ( d == 0.0 ) return false;    T t = - ((normal ^ line.pos) - distance) /  d;    point = line(t);    return true;}template <class T>inline bool Plane3<T>::intersectT(const Line3<T>& line, T &t) const{    T d = normal ^ line.dir;    if ( d == 0.0 ) return false;    t = - ((normal ^ line.pos) - distance) /  d;    return true;}template<class T>std::ostream &operator<< (std::ostream &o, const Plane3<T> &plane){    return o << "(" << plane.normal << ", " << plane.distance	     << ")";}template<class T>Plane3<T> operator* (const Plane3<T> &plane, const Matrix44<T> &M){    //                        T    //	                    -1    //	Could also compute M    but that would suck.    //    Vec3<T> dir1   = Vec3<T> (1, 0, 0) % plane.normal;    T dir1Len      = dir1 ^ dir1;    Vec3<T> tmp    = Vec3<T> (0, 1, 0) % plane.normal;    T tmpLen       = tmp ^ tmp;    if (tmpLen > dir1Len)    {	dir1      = tmp;	dir1Len   = tmpLen;    }    tmp            = Vec3<T> (0, 0, 1) % plane.normal;    tmpLen         = tmp ^ tmp;    if (tmpLen > dir1Len)    {	dir1      = tmp;    }    Vec3<T> dir2   = dir1 % plane.normal;    Vec3<T> point  = plane.distance * plane.normal;    return Plane3<T> ( point         * M,		      (point + dir2) * M,		      (point + dir1) * M );}template<class T>Plane3<T> operator- (const Plane3<T> &plane){    return Plane3<T>(-plane.normal,-plane.distance);}} // namespace Imath#endif

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