📄 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 ¶meter) 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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