📄 wmldistvec3qdr3.cpp
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#include "WmlDistVec3Qdr3.h"
#include "WmlEigen.h"
#include "WmlPolynomial1.h"
#include "WmlPolynomialRoots.h"
using namespace Wml;
//----------------------------------------------------------------------------
template <class Real>
static void ComputeCoeff3 (Real afA[3], Real afB[3], Real afD[3], Real fC,
Polynomial1<Real>& rkPoly)
{
Real afBPad[3] =
{
afB[0]+afA[0]*afD[0],
afB[1]+afA[1]*afD[1],
afB[2]+afA[2]*afD[2]
};
Real afBSqr[3] =
{
afB[0]*afB[0],
afB[1]*afB[1],
afB[2]*afB[2]
};
Real afDSum[4] =
{
afD[0]+afD[1],
afD[0]+afD[2],
afD[1]+afD[2],
afD[0]+afD[1]+afD[2]
};
Real afDPrd[4] =
{
afD[0]*afD[1],
afD[0]*afD[2],
afD[1]*afD[2],
afD[0]*afD[1]*afD[2]
};
Real afDSqr[3] =
{
afD[0]*afD[0],
afD[1]*afD[1],
afD[2]*afD[2]
};
rkPoly[0] = afA[0]*afBPad[0]+afA[1]*afBPad[1]+afA[2]*afBPad[2]+fC;
rkPoly[1] = - afBSqr[0] - afBSqr[1] - afBSqr[2] + 4.0f*(
afA[0]*afBPad[0]*afDSum[2] + afA[1]*afBPad[1]*afDSum[1] +
afA[2]*afBPad[2]*afDSum[0] + fC*afDSum[3]);
rkPoly[2] = - afBSqr[0]*(afD[0] + 4.0f*afDSum[2]) - afBSqr[1]*(afD[1] +
4.0f*afDSum[1]) - afBSqr[2]*(afD[2] + 4.0f*afDSum[0]) + 4.0f*(
afA[0]*afBPad[0]*(afDSum[2]*afDSum[2]+2*afDPrd[2]) +
afA[1]*afBPad[1]*(afDSum[1]*afDSum[1]+2*afDPrd[1]) +
afA[2]*afBPad[2]*(afDSum[0]*afDSum[0]+2*afDPrd[0]) +
fC*(afDSqr[0]+afDSqr[1]+afDSqr[2]+4.0f*(
afDPrd[0]+afDPrd[1]+afDPrd[2])));
rkPoly[3] =
- afBSqr[0]*(afD[1]*afDSum[0]+afD[2]*afDSum[1]+4.0f*afDPrd[2])
- afBSqr[1]*(afD[0]*afDSum[0]+afD[2]*afDSum[2]+4.0f*afDPrd[1])
- afBSqr[2]*(afD[0]*afDSum[1]+afD[1]*afDSum[2]+4.0f*afDPrd[0])
+ 4.0f*(afA[0]*afDPrd[2]*afBPad[0]*afDSum[2] +
afA[1]*afDPrd[1]*afBPad[1]*afDSum[1] +
afA[2]*afDPrd[0]*afBPad[2]*afDSum[0] +
fC*(afDSqr[0]*afDSum[2]+afDSqr[1]*afDSum[1]+afDSqr[2]*afDSum[0]+
4.0f*afDPrd[3]));
rkPoly[3] *= 4.0f;
rkPoly[4] =
- afBSqr[0]*(afD[0]*(afDSqr[1]+afDSqr[2])+4.0f*afDPrd[2]*afDSum[3])
- afBSqr[1]*(afD[1]*(afDSqr[0]+afDSqr[2])+4.0f*afDPrd[1]*afDSum[3])
- afBSqr[2]*(afD[2]*(afDSqr[0]+afDSqr[1])+4.0f*afDPrd[0]*afDSum[3])
+ 4.0f*(afA[0]*afDSqr[1]*afDSqr[2]*afBPad[0] +
afA[1]*afDSqr[0]*afDSqr[2]*afBPad[1] +
afA[2]*afDSqr[0]*afDSqr[1]*afBPad[2] +
fC*(afDSqr[0]*afDSqr[1]+afDSqr[0]*afDSqr[2]+afDSqr[1]*afDSqr[2]
+ 4.0f*afDPrd[3]*afDSum[3]));
rkPoly[4] *= 4.0f;
rkPoly[5] = 16.0f*(afDPrd[0]+afDPrd[1]+afDPrd[2])*(
- afBSqr[0]*afDPrd[2] - afBSqr[1]*afDPrd[1] - afBSqr[2]*afDPrd[0] +
4.0f*fC*afDPrd[3]);
rkPoly[6] = 16.0f*afDPrd[3]*(- afBSqr[0]*afDPrd[2] - afBSqr[1]*afDPrd[1]
- afBSqr[2]*afDPrd[0] + 4.0f*fC*afDPrd[3]);
}
//----------------------------------------------------------------------------
template <class Real>
Real Wml::SqrDistance (const Vector3<Real>& rkPoint, const Real afQuad[10],
Vector3<Real>& rkClosest)
{
// eigendecomposition
Eigen<Real> kES(3);
kES(0,0) = afQuad[4];
kES(0,1) = ((Real)0.5)*afQuad[7];
kES(0,2) = ((Real)0.5)*afQuad[8];
kES(1,0) = kES(0,1);
kES(1,1) = afQuad[5];
kES(1,2) = ((Real)0.5)*afQuad[9];
kES(2,0) = kES(0,2);
kES(2,1) = kES(1,2);
kES(2,2) = afQuad[6];
kES.IncrSortEigenStuff3();
Vector3<Real> akEVec[3];
kES.GetEigenvector(0,akEVec[0]);
kES.GetEigenvector(1,akEVec[1]);
kES.GetEigenvector(2,akEVec[2]);
Real afA[3], afB[3], afD[3], fC = afQuad[0];
int i;
for (i = 0; i < 3; i++)
{
afA[i] = akEVec[i].X()*rkPoint.X() + akEVec[i].Y()*rkPoint.Y() +
akEVec[i].Z()*rkPoint.Z();
afB[i] = akEVec[i].X()*afQuad[1] + akEVec[i].Y()*afQuad[2] +
akEVec[i].Z()*afQuad[3];
afD[i] = kES.GetEigenvalue(i);
}
Polynomial1<Real> kPoly(6);
ComputeCoeff3(afA,afB,afD,fC,kPoly);
PolynomialRoots<Real> kPR(Math<Real>::EPSILON);
kPR.FindB(kPoly,6);
int iCount = kPR.GetCount();
const Real* afRoot = kPR.GetRoots();
if ( iCount > 0 )
{
Real fMinDistSqr = Math<Real>::MAX_REAL;
int iMinIndex = -1;
Real afV[3], fDenom;
for (int iIndex = 0; iIndex < iCount; iIndex++)
{
// compute closest point for this root
for (i = 0; i < 3; i++)
{
fDenom = (Real)1.0 + ((Real)2.0)*afRoot[iIndex]*afD[i];
afV[i] = (afA[i]-afRoot[iIndex]*afB[i])/fDenom;
}
rkClosest.X() = akEVec[0][0]*afV[0] + akEVec[1][0]*afV[1] +
akEVec[2][0]*afV[2];
rkClosest.Y() = akEVec[0][1]*afV[0] + akEVec[1][1]*afV[1] +
akEVec[2][1]*afV[2];
rkClosest.Z() = akEVec[0][2]*afV[0] + akEVec[1][2]*afV[1] +
akEVec[2][2]*afV[2];
// compute squared distance from point to quadric
Vector3<Real> kDiff = rkClosest - rkPoint;
Real fDistSqr = kDiff.SquaredLength();
if ( fDistSqr < fMinDistSqr )
{
fMinDistSqr = fDistSqr;
iMinIndex = iIndex;
}
}
for (i = 0; i < 3; i++)
{
fDenom = (Real)1.0+((Real)2.0)*afRoot[iMinIndex]*afD[i];
afV[i] = (afA[i]-afRoot[iMinIndex]*afB[i])/fDenom;
}
rkClosest.X() = akEVec[0][0]*afV[0] + akEVec[1][0]*afV[1] +
akEVec[2][0]*afV[2];
rkClosest.Y() = akEVec[0][1]*afV[0] + akEVec[1][1]*afV[1] +
akEVec[2][1]*afV[2];
rkClosest.Z() = akEVec[0][2]*afV[0] + akEVec[1][2]*afV[1] +
akEVec[2][2]*afV[2];
return fMinDistSqr;
}
else
{
// should not happen
assert( false );
return -(Real)1.0;
}
}
//----------------------------------------------------------------------------
template <class Real>
Real Wml::Distance (const Vector3<Real>& rkPoint, const Real afQuad[10],
Vector3<Real>& rkClosest)
{
return Math<Real>::Sqrt(SqrDistance(rkPoint,afQuad,rkClosest));
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
namespace Wml
{
template WML_ITEM float SqrDistance<float> (const Vector3<float>&,
const float[10], Vector3<float>&);
template WML_ITEM float Distance<float> (const Vector3<float>&,
const float[10], Vector3<float>&);
template WML_ITEM double SqrDistance<double> (const Vector3<double>&,
const double[10], Vector3<double>&);
template WML_ITEM double Distance<double> (const Vector3<double>&,
const double[10], Vector3<double>&);
}
//----------------------------------------------------------------------------
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