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📄 imathsphere.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_IMATHSPHERE_H#define INCLUDED_IMATHSPHERE_H//-------------------------------------////	A 3D sphere class template////-------------------------------------#include "ImathVec.h"#include "ImathBox.h"#include "ImathLine.h"namespace Imath {template <class T>class Sphere3{  public:    Vec3<T>	center;    T           radius;    //---------------    //	Constructors    //---------------    Sphere3() : center(0,0,0), radius(0) {}    Sphere3(const Vec3<T> &c, T r) : center(c), radius(r) {}    //-------------------------------------------------------------------    //	Utilities:    //    //	s.circumscribe(b)	sets center and radius of sphere s    //				so that the s tightly encloses box b.    //    //	s.intersectT (l, t)	If sphere s and line l intersect, then    //				intersectT() computes the smallest t,    //				t >= 0, so that l(t) is a point on the    //				sphere.  intersectT() then returns true.    //    //				If s and l do not intersect, intersectT()    //				returns false.    //    //	s.intersect (l, i)	If sphere s and line l intersect, then    //				intersect() calls s.intersectT(l,t) and    //				computes i = l(t).    //    //				If s and l do not intersect, intersect()    //				returns false.    //    //-------------------------------------------------------------------    void circumscribe(const Box<Vec3<T> > &box);    bool intersect(const Line3<T> &l, Vec3<T> &intersection) const;    bool intersectT(const Line3<T> &l, T &t) const;};//--------------------// Convenient typedefs//--------------------typedef Sphere3<float> Sphere3f;typedef Sphere3<double> Sphere3d;//---------------// Implementation//---------------template <class T>void Sphere3<T>::circumscribe(const Box<Vec3<T> > &box){    center = T(0.5) * (box.min + box.max);    radius = (box.max - center).length();}template <class T>bool Sphere3<T>::intersectT(const Line3<T> &line, T &t) const{    bool doesIntersect = true;    Vec3<T> v = line.pos - center;    T B = 2.0 * (line.dir ^ v);    T C = (v ^ v) - (radius * radius);    // compute discriminant    // if negative, there is no intersection    T discr = B*B - 4.0*C;    if (discr < 0.0)    {	// line and Sphere3 do not intersect	doesIntersect = false;    }    else    {	// t0: (-B - sqrt(B^2 - 4AC)) / 2A  (A = 1)	T sqroot = Math<T>::sqrt(discr);	t = (-B - sqroot) * 0.5;	if (t < 0.0)	{	    // no intersection, try t1: (-B + sqrt(B^2 - 4AC)) / 2A  (A = 1)	    t = (-B + sqroot) * 0.5;	}	if (t < 0.0)	    doesIntersect = false;    }    return doesIntersect;}template <class T>bool Sphere3<T>::intersect(const Line3<T> &line, Vec3<T> &intersection) const{    T t;    if (intersectT (line, t))    {	intersection = line(t);	return true;    }    else    {	return false;    }}} //namespace Imath#endif

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