📄 wmldistvec3tri3.cpp
字号:
// 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 "WmlDistVec3Tri3.h"
using namespace Wml;
//----------------------------------------------------------------------------
template <class Real>
Real Wml::SqrDistance (const Vector3<Real>& rkPoint,
const Triangle3<Real>& rkTri, Real* pfSParam, Real* pfTParam)
{
Vector3<Real> kDiff = rkTri.Origin() - rkPoint;
Real fA00 = rkTri.Edge0().SquaredLength();
Real fA01 = rkTri.Edge0().Dot(rkTri.Edge1());
Real fA11 = rkTri.Edge1().SquaredLength();
Real fB0 = kDiff.Dot(rkTri.Edge0());
Real fB1 = kDiff.Dot(rkTri.Edge1());
Real fC = kDiff.SquaredLength();
Real fDet = Math<Real>::FAbs(fA00*fA11-fA01*fA01);
Real fS = fA01*fB1-fA11*fB0;
Real fT = fA01*fB0-fA00*fB1;
Real fSqrDist;
if ( fS + fT <= fDet )
{
if ( fS < (Real)0.0 )
{
if ( fT < (Real)0.0 ) // region 4
{
if ( fB0 < (Real)0.0 )
{
fT = (Real)0.0;
if ( -fB0 >= fA00 )
{
fS = (Real)1.0;
fSqrDist = fA00+((Real)2.0)*fB0+fC;
}
else
{
fS = -fB0/fA00;
fSqrDist = fB0*fS+fC;
}
}
else
{
fS = (Real)0.0;
if ( fB1 >= (Real)0.0 )
{
fT = (Real)0.0;
fSqrDist = fC;
}
else if ( -fB1 >= fA11 )
{
fT = (Real)1.0;
fSqrDist = fA11+((Real)2.0)*fB1+fC;
}
else
{
fT = -fB1/fA11;
fSqrDist = fB1*fT+fC;
}
}
}
else // region 3
{
fS = (Real)0.0;
if ( fB1 >= (Real)0.0 )
{
fT = (Real)0.0;
fSqrDist = fC;
}
else if ( -fB1 >= fA11 )
{
fT = (Real)1.0;
fSqrDist = fA11+((Real)2.0)*fB1+fC;
}
else
{
fT = -fB1/fA11;
fSqrDist = fB1*fT+fC;
}
}
}
else if ( fT < (Real)0.0 ) // region 5
{
fT = (Real)0.0;
if ( fB0 >= (Real)0.0 )
{
fS = (Real)0.0;
fSqrDist = fC;
}
else if ( -fB0 >= fA00 )
{
fS = (Real)1.0;
fSqrDist = fA00+((Real)2.0)*fB0+fC;
}
else
{
fS = -fB0/fA00;
fSqrDist = fB0*fS+fC;
}
}
else // region 0
{
// minimum at interior point
Real fInvDet = ((Real)1.0)/fDet;
fS *= fInvDet;
fT *= fInvDet;
fSqrDist = fS*(fA00*fS+fA01*fT+((Real)2.0)*fB0) +
fT*(fA01*fS+fA11*fT+((Real)2.0)*fB1)+fC;
}
}
else
{
Real fTmp0, fTmp1, fNumer, fDenom;
if ( fS < (Real)0.0 ) // region 2
{
fTmp0 = fA01 + fB0;
fTmp1 = fA11 + fB1;
if ( fTmp1 > fTmp0 )
{
fNumer = fTmp1 - fTmp0;
fDenom = fA00-2.0f*fA01+fA11;
if ( fNumer >= fDenom )
{
fS = (Real)1.0;
fT = (Real)0.0;
fSqrDist = fA00+((Real)2.0)*fB0+fC;
}
else
{
fS = fNumer/fDenom;
fT = (Real)1.0 - fS;
fSqrDist = fS*(fA00*fS+fA01*fT+2.0f*fB0) +
fT*(fA01*fS+fA11*fT+((Real)2.0)*fB1)+fC;
}
}
else
{
fS = (Real)0.0;
if ( fTmp1 <= (Real)0.0 )
{
fT = (Real)1.0;
fSqrDist = fA11+((Real)2.0)*fB1+fC;
}
else if ( fB1 >= (Real)0.0 )
{
fT = (Real)0.0;
fSqrDist = fC;
}
else
{
fT = -fB1/fA11;
fSqrDist = fB1*fT+fC;
}
}
}
else if ( fT < (Real)0.0 ) // region 6
{
fTmp0 = fA01 + fB1;
fTmp1 = fA00 + fB0;
if ( fTmp1 > fTmp0 )
{
fNumer = fTmp1 - fTmp0;
fDenom = fA00-((Real)2.0)*fA01+fA11;
if ( fNumer >= fDenom )
{
fT = (Real)1.0;
fS = (Real)0.0;
fSqrDist = fA11+((Real)2.0)*fB1+fC;
}
else
{
fT = fNumer/fDenom;
fS = (Real)1.0 - fT;
fSqrDist = fS*(fA00*fS+fA01*fT+((Real)2.0)*fB0) +
fT*(fA01*fS+fA11*fT+((Real)2.0)*fB1)+fC;
}
}
else
{
fT = (Real)0.0;
if ( fTmp1 <= (Real)0.0 )
{
fS = (Real)1.0;
fSqrDist = fA00+((Real)2.0)*fB0+fC;
}
else if ( fB0 >= (Real)0.0 )
{
fS = (Real)0.0;
fSqrDist = fC;
}
else
{
fS = -fB0/fA00;
fSqrDist = fB0*fS+fC;
}
}
}
else // region 1
{
fNumer = fA11 + fB1 - fA01 - fB0;
if ( fNumer <= (Real)0.0 )
{
fS = (Real)0.0;
fT = (Real)1.0;
fSqrDist = fA11+((Real)2.0)*fB1+fC;
}
else
{
fDenom = fA00-2.0f*fA01+fA11;
if ( fNumer >= fDenom )
{
fS = (Real)1.0;
fT = (Real)0.0;
fSqrDist = fA00+((Real)2.0)*fB0+fC;
}
else
{
fS = fNumer/fDenom;
fT = (Real)1.0 - fS;
fSqrDist = fS*(fA00*fS+fA01*fT+((Real)2.0)*fB0) +
fT*(fA01*fS+fA11*fT+((Real)2.0)*fB1)+fC;
}
}
}
}
if ( pfSParam )
*pfSParam = fS;
if ( pfTParam )
*pfTParam = fT;
return Math<Real>::FAbs(fSqrDist);
}
//----------------------------------------------------------------------------
template <class Real>
Real Wml::Distance (const Vector3<Real>& rkPoint,
const Triangle3<Real>& rkTri, Real* pfSParam, Real* pfTParam)
{
return Math<Real>::Sqrt(SqrDistance(rkPoint,rkTri,pfSParam,pfTParam));
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
namespace Wml
{
template WML_ITEM float SqrDistance<float> (const Vector3<float>&,
const Triangle3<float>&, float*, float*);
template WML_ITEM float Distance<float> (const Vector3<float>&,
const Triangle3<float>&, float*, float*);
template WML_ITEM double SqrDistance<double> (const Vector3<double>&,
const Triangle3<double>&, double*, double*);
template WML_ITEM double Distance<double> (const Vector3<double>&,
const Triangle3<double>&, double*, double*);
}
//----------------------------------------------------------------------------
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -