📄 wmldistvec3box3.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 "WmlDistVec3Box3.h"
using namespace Wml;
//----------------------------------------------------------------------------
template <class Real>
Real Wml::SqrDistance (const Vector3<Real>& rkPoint, const Box3<Real>& rkBox,
Real* pfBParam0, Real* pfBParam1, Real* pfBParam2)
{
// compute coordinates of point in box coordinate system
Vector3<Real> kDiff = rkPoint - rkBox.Center();
Vector3<Real> kClosest(kDiff.Dot(rkBox.Axis(0)),kDiff.Dot(rkBox.Axis(1)),
kDiff.Dot(rkBox.Axis(2)));
// project test point onto box
Real fSqrDistance = (Real)0.0;
Real fDelta;
if ( kClosest.X() < -rkBox.Extent(0) )
{
fDelta = kClosest.X() + rkBox.Extent(0);
fSqrDistance += fDelta*fDelta;
kClosest.X() = -rkBox.Extent(0);
}
else if ( kClosest.X() > rkBox.Extent(0) )
{
fDelta = kClosest.X() - rkBox.Extent(0);
fSqrDistance += fDelta*fDelta;
kClosest.X() = rkBox.Extent(0);
}
if ( kClosest.Y() < -rkBox.Extent(1) )
{
fDelta = kClosest.Y() + rkBox.Extent(1);
fSqrDistance += fDelta*fDelta;
kClosest.Y() = -rkBox.Extent(1);
}
else if ( kClosest.Y() > rkBox.Extent(1) )
{
fDelta = kClosest.Y() - rkBox.Extent(1);
fSqrDistance += fDelta*fDelta;
kClosest.Y() = rkBox.Extent(1);
}
if ( kClosest.Z() < -rkBox.Extent(2) )
{
fDelta = kClosest.Z() + rkBox.Extent(2);
fSqrDistance += fDelta*fDelta;
kClosest.Z() = -rkBox.Extent(2);
}
else if ( kClosest.Z() > rkBox.Extent(2) )
{
fDelta = kClosest.Z() - rkBox.Extent(2);
fSqrDistance += fDelta*fDelta;
kClosest.Z() = rkBox.Extent(2);
}
if ( pfBParam0 )
*pfBParam0 = kClosest.X();
if ( pfBParam1 )
*pfBParam1 = kClosest.Y();
if ( pfBParam2 )
*pfBParam2 = kClosest.Z();
return fSqrDistance;
}
//----------------------------------------------------------------------------
template <class Real>
Real Wml::Distance (const Vector3<Real>& rkPoint, const Box3<Real>& rkBox,
Real* pfBParam0, Real* pfBParam1, Real* pfBParam2)
{
return Math<Real>::Sqrt(SqrDistance(rkPoint,rkBox,pfBParam0,pfBParam1,
pfBParam2));
}
//----------------------------------------------------------------------------
template <class Real>
Real Wml::SqrDistance (const Vector3<Real>& rkPoint, Real fXMin, Real fXMax,
Real fYMin, Real fYMax, Real fZMin, Real fZMax,
Vector3<Real>* pkClosest)
{
Real fSqrDistance = (Real)0.0;
Real fDelta;
if ( pkClosest )
{
if ( rkPoint.X() < fXMin )
{
fDelta = rkPoint.X() - fXMin;
fSqrDistance += fDelta*fDelta;
pkClosest->X() = fXMin;
}
else if ( rkPoint.X() > fXMax )
{
fDelta = rkPoint.X() - fXMax;
fSqrDistance += fDelta*fDelta;
pkClosest->X() = fXMax;
}
else
{
pkClosest->X() = rkPoint.X();
}
if ( rkPoint.Y() < fYMin )
{
fDelta = rkPoint.Y() - fYMin;
fSqrDistance += fDelta*fDelta;
pkClosest->Y() = fYMin;
}
else if ( rkPoint.Y() > fYMax )
{
fDelta = rkPoint.Y() - fYMax;
fSqrDistance += fDelta*fDelta;
pkClosest->Y() = fYMax;
}
else
{
pkClosest->Y() = rkPoint.Y();
}
if ( rkPoint.Z() < fZMin )
{
fDelta = rkPoint.Z() - fZMin;
fSqrDistance += fDelta*fDelta;
pkClosest->Z() = fZMin;
}
else if ( rkPoint.Z() > fZMax )
{
fDelta = rkPoint.Z() - fZMax;
fSqrDistance += fDelta*fDelta;
pkClosest->Z() = fZMax;
}
else
{
pkClosest->Z() = rkPoint.Z();
}
}
else
{
if ( rkPoint.X() < fXMin )
{
fDelta = rkPoint.X() - fXMin;
fSqrDistance += fDelta*fDelta;
}
else if ( rkPoint.X() > fXMax )
{
fDelta = rkPoint.X() - fXMax;
fSqrDistance += fDelta*fDelta;
}
if ( rkPoint.Y() < fYMin )
{
fDelta = rkPoint.Y() - fYMin;
fSqrDistance += fDelta*fDelta;
}
else if ( rkPoint.Y() > fYMax )
{
fDelta = rkPoint.Y() - fYMax;
fSqrDistance += fDelta*fDelta;
}
if ( rkPoint.Z() < fZMin )
{
fDelta = rkPoint.Z() - fZMin;
fSqrDistance += fDelta*fDelta;
}
else if ( rkPoint.Z() > fZMax )
{
fDelta = rkPoint.Z() - fZMax;
fSqrDistance += fDelta*fDelta;
}
}
return fSqrDistance;
}
//----------------------------------------------------------------------------
template <class Real>
Real Wml::Distance (const Vector3<Real>& rkPoint, Real fXMin, Real fXMax,
Real fYMin, Real fYMax, Real fZMin, Real fZMax,
Vector3<Real>* pkClosest)
{
return Math<Real>::Sqrt(SqrDistance(rkPoint,fXMin,fXMax,fYMin,fYMax,
fZMin,fZMax,pkClosest));
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
namespace Wml
{
template WML_ITEM float SqrDistance<float> (const Vector3<float>&,
const Box3<float>&, float*, float*, float*);
template WML_ITEM float Distance<float> (const Vector3<float>&,
const Box3<float>&, float*, float*, float*);
template WML_ITEM float SqrDistance<float> (const Vector3<float>&,
float, float, float, float, float, float, Vector3<float>*);
template WML_ITEM float Distance<float> (const Vector3<float>&,
float, float, float, float, float, float, Vector3<float>*);
template WML_ITEM double SqrDistance<double> (const Vector3<double>&,
const Box3<double>&, double*, double*, double*);
template WML_ITEM double Distance<double> (const Vector3<double>&,
const Box3<double>&, double*, double*, double*);
template WML_ITEM double SqrDistance<double> (const Vector3<double>&,
double, double, double, double, double, double, Vector3<double>*);
template WML_ITEM double Distance<double> (const Vector3<double>&,
double, double, double, double, double, double, Vector3<double>*);
}
//----------------------------------------------------------------------------
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