📄 imathvecalgo.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_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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