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📄 wmldistlin3lin3.cpp

📁 3D Game Engine Design Source Code非常棒
💻 CPP
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                else  // region 8 (corner)
                {
                    if ( -fB0 < fA00 )
                    {
                        fT = (Real)0.0;
                        if ( fB0 >= (Real)0.0 )
                        {
                            fS = (Real)0.0;
                            fSqrDist = fC;
                        }
                        else
                        {
                            fS = -fB0/fA00;
                            fSqrDist = fB0*fS+fC;
                        }
                    }
                    else
                    {
                        fS = (Real)1.0;
                        fTmp = fA01+fB1;
                        if ( fTmp >= (Real)0.0 )
                        {
                            fT = (Real)0.0;
                            fSqrDist = fA00+((Real)2.0)*fB0+fC;
                        }
                        else if ( -fTmp >= fA11 )
                        {
                            fT = (Real)1.0;
                            fSqrDist = fA00+fA11+fC+((Real)2.0)*(fB0+fTmp);
                        }
                        else
                        {
                            fT = -fTmp/fA11;
                            fSqrDist = fTmp*fT+fA00+((Real)2.0)*fB0+fC;
                        }
                    }
                }
            }
        }
        else 
        {
            if ( fT >= (Real)0.0 )
            {
                if ( fT <= fDet )  // region 5 (side)
                {
                    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 4 (corner)
                {
                    fTmp = fA01+fB0;
                    if ( fTmp < (Real)0.0 )
                    {
                        fT = (Real)1.0;
                        if ( -fTmp >= fA00 )
                        {
                            fS = (Real)1.0;
                            fSqrDist = fA00+fA11+fC+((Real)2.0)*(fB1+fTmp);
                        }
                        else
                        {
                            fS = -fTmp/fA00;
                            fSqrDist = fTmp*fS+fA11+((Real)2.0)*fB1+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 6 (corner)
            {
                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
    {
        // line segments are parallel
        if ( fA01 > (Real)0.0 )
        {
            // direction vectors form an obtuse angle
            if ( fB0 >= (Real)0.0 )
            {
                fS = (Real)0.0;
                fT = (Real)0.0;
                fSqrDist = fC;
            }
            else if ( -fB0 <= fA00 )
            {
                fS = -fB0/fA00;
                fT = (Real)0.0;
                fSqrDist = fB0*fS+fC;
            }
            else
            {
                fB1 = -kDiff.Dot(rkSeg1.Direction());
                fS = (Real)1.0;
                fTmp = fA00+fB0;
                if ( -fTmp >= fA01 )
                {
                    fT = (Real)1.0;
                    fSqrDist = fA00+fA11+fC+((Real)2.0)*(fA01+fB0+fB1);
                }
                else
                {
                    fT = -fTmp/fA01;
                    fSqrDist = fA00+((Real)2.0)*fB0+fC+fT*(fA11*fT+
                        ((Real)2.0)*(fA01+fB1));
                }
            }
        }
        else
        {
            // direction vectors form an acute angle
            if ( -fB0 >= fA00 )
            {
                fS = (Real)1.0;
                fT = (Real)0.0;
                fSqrDist = fA00+((Real)2.0)*fB0+fC;
            }
            else if ( fB0 <= (Real)0.0 )
            {
                fS = -fB0/fA00;
                fT = (Real)0.0;
                fSqrDist = fB0*fS+fC;
            }
            else
            {
                fB1 = -kDiff.Dot(rkSeg1.Direction());
                fS = (Real)0.0;
                if ( fB0 >= -fA01 )
                {
                    fT = (Real)1.0;
                    fSqrDist = fA11+((Real)2.0)*fB1+fC;
                }
                else
                {
                    fT = -fB0/fA01;
                    fSqrDist = fC+fT*(((Real)2.0)*fB1+fA11*fT);
                }
            }
        }
    }

    if ( pfSegP0 )
        *pfSegP0 = fS;

    if ( pfSegP1 )
        *pfSegP1 = fT;

    return Math<Real>::FAbs(fSqrDist);
}
//----------------------------------------------------------------------------
template <class Real>
Real Wml::Distance (const Line3<Real>& rkLine0, const Line3<Real>& rkLine1,
    Real* pfLinP0, Real* pfLinP1)
{
    return Math<Real>::Sqrt(SqrDistance(rkLine0,rkLine1,pfLinP0,pfLinP1));
}
//----------------------------------------------------------------------------
template <class Real>
Real Wml::Distance (const Line3<Real>& rkLine, const Ray3<Real>& rkRay,
    Real* pfLinP, Real* pfRayP)
{
    return Math<Real>::Sqrt(SqrDistance(rkLine,rkRay,pfLinP,pfRayP));
}
//----------------------------------------------------------------------------
template <class Real>
Real Wml::Distance (const Line3<Real>& rkLine, const Segment3<Real>& rkSeg,
    Real* pfLinP, Real* pfSegP)
{
    return Math<Real>::Sqrt(SqrDistance(rkLine,rkSeg,pfLinP,pfSegP));
}
//----------------------------------------------------------------------------
template <class Real>
Real Wml::Distance (const Ray3<Real>& rkRay0, const Ray3<Real>& rkRay1,
    Real* pfRayP0, Real* pfRayP1)
{
    return Math<Real>::Sqrt(SqrDistance(rkRay0,rkRay1,pfRayP0,pfRayP1));
}
//----------------------------------------------------------------------------
template <class Real>
Real Wml::Distance (const Ray3<Real>& rkRay, const Segment3<Real>& rkSeg,
    Real* pfRayP, Real* pfSegP)
{
    return Math<Real>::Sqrt(SqrDistance(rkRay,rkSeg,pfRayP,pfSegP));
}
//----------------------------------------------------------------------------
template <class Real>
Real Wml::Distance (const Segment3<Real>& rkSeg0,
    const Segment3<Real>& rkSeg1, Real* pfSegP0, Real* pfSegP1)
{
    return Math<Real>::Sqrt(SqrDistance(rkSeg0,rkSeg1,pfSegP0,pfSegP1));
}
//----------------------------------------------------------------------------

//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
namespace Wml
{
template WML_ITEM float SqrDistance<float> (const Line3<float>&,
    const Line3<float>&, float*, float*);
template WML_ITEM float SqrDistance<float> (const Line3<float>&,
    const Ray3<float>&, float*, float*);
template WML_ITEM float SqrDistance<float> (const Line3<float>&,
    const Segment3<float>&, float*, float*);
template WML_ITEM float SqrDistance<float> (const Ray3<float>&,
    const Ray3<float>& rkRay1, float*, float*);
template WML_ITEM float SqrDistance<float> (const Ray3<float>&,
    const Segment3<float>&, float*, float*);
template WML_ITEM float SqrDistance<float> (const Segment3<float>&,
    const Segment3<float>&, float*, float*);
template WML_ITEM float Distance<float> (const Line3<float>&,
    const Line3<float>&, float*, float*);
template WML_ITEM float Distance<float> (const Line3<float>&,
    const Ray3<float>&, float*, float*);
template WML_ITEM float Distance<float> (const Line3<float>&,
    const Segment3<float>&, float*, float*);
template WML_ITEM float Distance<float> (const Ray3<float>&,
    const Ray3<float>& rkRay1, float*, float*);
template WML_ITEM float Distance<float> (const Ray3<float>&,
    const Segment3<float>&, float*, float*);
template WML_ITEM float Distance<float> (const Segment3<float>&,
    const Segment3<float>&, float*, float*);

template WML_ITEM double SqrDistance<double> (const Line3<double>&,
    const Line3<double>&, double*, double*);
template WML_ITEM double SqrDistance<double> (const Line3<double>&,
    const Ray3<double>&, double*, double*);
template WML_ITEM double SqrDistance<double> (const Line3<double>&,
    const Segment3<double>&, double*, double*);
template WML_ITEM double SqrDistance<double> (const Ray3<double>&,
    const Ray3<double>& rkRay1, double*, double*);
template WML_ITEM double SqrDistance<double> (const Ray3<double>&,
    const Segment3<double>&, double*, double*);
template WML_ITEM double SqrDistance<double> (const Segment3<double>&,
    const Segment3<double>&, double*, double*);
template WML_ITEM double Distance<double> (const Line3<double>&,
    const Line3<double>&, double*, double*);
template WML_ITEM double Distance<double> (const Line3<double>&,
    const Ray3<double>&, double*, double*);
template WML_ITEM double Distance<double> (const Line3<double>&,
    const Segment3<double>&, double*, double*);
template WML_ITEM double Distance<double> (const Ray3<double>&,
    const Ray3<double>& rkRay1, double*, double*);
template WML_ITEM double Distance<double> (const Ray3<double>&,
    const Segment3<double>&, double*, double*);
template WML_ITEM double Distance<double> (const Segment3<double>&,
    const Segment3<double>&, double*, double*);
}
//----------------------------------------------------------------------------

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