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📄 imathvecalgo.h

📁 image converter source code
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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_IMATHVECALGO_H#define INCLUDED_IMATHVECALGO_H//-------------------------------------------------------------------------////      This file contains algorithms applied to or in conjunction//      with points (Imath::Vec2 and Imath::Vec3).//	The assumption made is that these functions are called much//	less often than the basic point functions or these functions//	require more support classes.////-------------------------------------------------------------------------#include "ImathVec.h"#include "ImathLimits.h"namespace Imath {//--------------------------------------------------------------// Find the projection of vector t onto vector s (Vec2 and Vec3)//--------------------------------------------------------------template <class Vec> Vec	project (const Vec &s, const Vec &t);//----------------------------------------------// Find a vector which is perpendicular to s and// in the same plane as s and t (Vec2 and Vec3)//----------------------------------------------template <class Vec> Vec	orthogonal (const Vec &s, const Vec &t);//-----------------------------------------------// Find the direction of a ray s after reflection// off a plane with normal t (Vec2 and Vec3)//-----------------------------------------------template <class Vec> Vec	reflect (const Vec &s, const Vec &t);//----------------------------------------------------------------------// Find the vertex of triangle (v0, v1, v2), which is closest to point p// (Vec2 and Vec3).//----------------------------------------------------------------------template <class Vec> Vec	closestVertex (const Vec &v0,					       const Vec &v1,					       const Vec &v2, 					       const Vec &p);//---------------// Implementation//---------------template <class Vec>Vecproject (const Vec &s, const Vec &t){    Vec sNormalized = s.normalized();    return sNormalized * (sNormalized ^ t);}template <class Vec>Vecorthogonal (const Vec &s, const Vec &t){    return t - project (s, t);}template <class Vec>Vecreflect (const Vec &s, const Vec &t){    return s - typename Vec::BaseType(2) * (s - project(t, s));}template <class Vec>VecclosestVertex(const Vec &v0,              const Vec &v1,              const Vec &v2,               const Vec &p){    Vec nearest = v0;    typename Vec::BaseType neardot = (v0 - p).length2();    typename Vec::BaseType tmp     = (v1 - p).length2();    if (tmp < neardot)    {        neardot = tmp;        nearest = v1;    }    tmp = (v2 - p).length2();    if (tmp < neardot)    {        neardot = tmp;        nearest = v2;    }    return nearest;}} // namespace Imath#endif

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