📄 imathline.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_IMATHLINE_H#define INCLUDED_IMATHLINE_H//-------------------------------------//// A 3D line class template////-------------------------------------#include "ImathVec.h"#include "ImathLimits.h"#include "ImathMatrix.h"namespace Imath {template <class T>class Line3{ public: Vec3<T> pos; Vec3<T> dir; //------------------------------------------------------------- // Constructors - default is normalized units along direction //------------------------------------------------------------- Line3() {} Line3(const Vec3<T>& point1, const Vec3<T>& point2); //------------------ // State Query/Set //------------------ void set(const Vec3<T>& point1, const Vec3<T>& point2); //------- // F(t) //------- Vec3<T> operator() (T parameter) const; //--------- // Query //--------- T distanceTo(const Vec3<T>& point) const; T distanceTo(const Line3<T>& line) const; Vec3<T> closestPointTo(const Vec3<T>& point) const; Vec3<T> closestPointTo(const Line3<T>& line) const;};//--------------------// Convenient typedefs//--------------------typedef Line3<float> Line3f;typedef Line3<double> Line3d;//---------------// Implementation//---------------template <class T>inline Line3<T>::Line3(const Vec3<T> &p0, const Vec3<T> &p1){ set(p0,p1);}template <class T>inline void Line3<T>::set(const Vec3<T> &p0, const Vec3<T> &p1){ pos = p0; dir = p1-p0; dir.normalize();}template <class T>inline Vec3<T> Line3<T>::operator()(T parameter) const{ return pos + dir * parameter;}template <class T>inline T Line3<T>::distanceTo(const Vec3<T>& point) const{ return (closestPointTo(point)-point).length();}template <class T>inline Vec3<T> Line3<T>::closestPointTo(const Vec3<T>& point) const{ return ((point - pos) ^ dir) * dir + pos;}template <class T>inline T Line3<T>::distanceTo(const Line3<T>& line) const{ T d = (dir % line.dir) ^ (line.pos - pos); return (d >= 0)? d: -d;}template <class T>inline Vec3<T> Line3<T>::closestPointTo(const Line3<T>& line) const{ // Assumes the lines are normalized Vec3<T> posLpos = pos - line.pos ; T c = dir ^ posLpos; T a = line.dir ^ dir; T f = line.dir ^ posLpos ; T num = c - a * f; T denom = a*a - 1; T absDenom = ((denom >= 0)? denom: -denom); if (absDenom < 1) { T absNum = ((num >= 0)? num: -num); if (absNum >= absDenom * limits<T>::max()) return pos; } return pos + dir * (num / denom);}template<class T>std::ostream& operator<< (std::ostream &o, const Line3<T> &line){ return o << "(" << line.pos << ", " << line.dir << ")";}template<class S, class T>inline Line3<S> operator * (const Line3<S> &line, const Matrix44<T> &M){ return Line3<S>( line.pos * M, (line.pos + line.dir) * M );}} // namespace Imath#endif
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