📄 wmldistvec3cir3.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 "WmlDistVec3Cir3.h"
using namespace Wml;
//----------------------------------------------------------------------------
template <class Real>
Real Wml::SqrDistance (const Vector3<Real>& rkPoint,
const Circle3<Real>& rkCircle, Vector3<Real>* pkClosest)
{
// signed distance from point to plane of circle
Vector3<Real> kDiff0 = rkPoint - rkCircle.Center();
Real fDist = kDiff0.Dot(rkCircle.N());
// projection of P-C onto plane is Q-C = P-C - (fDist)*N
Vector3<Real> kDiff1 = kDiff0 - fDist*rkCircle.N();
Real fSqrLen = kDiff1.SquaredLength();
Vector3<Real> kClosest;
Real fSqrDist;
if ( fSqrLen >= Math<Real>::EPSILON )
{
kClosest = rkCircle.Center() + (rkCircle.Radius()/
Math<Real>::Sqrt(fSqrLen))*kDiff1;
Vector3<Real> kDiff2 = rkPoint - kClosest;
fSqrDist = kDiff2.SquaredLength();
}
else
{
kClosest = Vector3<Real>(Math<Real>::MAX_REAL,Math<Real>::MAX_REAL,
Math<Real>::MAX_REAL);
fSqrDist = rkCircle.Radius()*rkCircle.Radius() + fDist*fDist;
}
if ( pkClosest )
*pkClosest = kClosest;
return fSqrDist;
}
//----------------------------------------------------------------------------
template <class Real>
Real Wml::SqrDistance (const Vector3<Real>& rkPoint,
const Disk3<Real>& rkDisk, Vector3<Real>* pkClosest)
{
// signed distance from point to plane of rkDisk
Vector3<Real> kDiff0 = rkPoint - rkDisk.Center();
Real fDist = kDiff0.Dot(rkDisk.N());
// projection of P-C onto plane is Q-C = P-C - (fDist)*N
Vector3<Real> kDiff1 = kDiff0 - fDist*rkDisk.N();
Real fSqrLen = kDiff1.SquaredLength();
Vector3<Real> kClosest;
Real fSqrDist;
if ( fSqrLen <= rkDisk.Radius()*rkDisk.Radius() )
{
// projected point Q is in disk and is closest to P
kClosest = rkDisk.Center() + kDiff1;
fSqrDist = fDist*fDist;
}
else
{
// projected point Q is outside disk, closest point is on circle
kClosest = rkDisk.Center() +
(rkDisk.Radius()/Math<Real>::Sqrt(fSqrLen))*kDiff1;
Vector3<Real> kDiff2 = rkPoint - kClosest;
fSqrDist = kDiff2.SquaredLength();
}
if ( pkClosest )
*pkClosest = kClosest;
return fSqrDist;
}
//----------------------------------------------------------------------------
template <class Real>
Real Wml::Distance (const Vector3<Real>& rkPoint,
const Circle3<Real>& rkCircle, Vector3<Real>* pkClosest)
{
return Math<Real>::Sqrt(SqrDistance(rkPoint,rkCircle,pkClosest));
}
//----------------------------------------------------------------------------
template <class Real>
Real Wml::Distance (const Vector3<Real>& rkPoint, const Disk3<Real>& rkDisk,
Vector3<Real>* pkClosest)
{
return Math<Real>::Sqrt(SqrDistance(rkPoint,rkDisk,pkClosest));
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
namespace Wml
{
template WML_ITEM float SqrDistance<float> (const Vector3<float>&,
const Circle3<float>&, Vector3<float>*);
template WML_ITEM float Distance<float> (const Vector3<float>&,
const Circle3<float>&, Vector3<float>*);
template WML_ITEM float SqrDistance<float> (const Vector3<float>&,
const Disk3<float>&, Vector3<float>*);
template WML_ITEM float Distance<float> (const Vector3<float>&,
const Disk3<float>&, Vector3<float>*);
template WML_ITEM double SqrDistance<double> (const Vector3<double>&,
const Circle3<double>&, Vector3<double>*);
template WML_ITEM double Distance<double> (const Vector3<double>&,
const Circle3<double>&, Vector3<double>*);
template WML_ITEM double SqrDistance<double> (const Vector3<double>&,
const Disk3<double>&, Vector3<double>*);
template WML_ITEM double Distance<double> (const Vector3<double>&,
const Disk3<double>&, Vector3<double>*);
}
//----------------------------------------------------------------------------
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