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📄 mgcdisttri3rct3.cpp

📁 3D Game Engine Design Source Code非常棒
💻 CPP
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// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement.  The various license agreements may be found at
// the Magic Software web site.  This file is subject to the license
//
// FREE SOURCE CODE
// http://www.magic-software.com/License/free.pdf

#include "MgcDistLin3Tri3.h"
#include "MgcDistLin3Rct3.h"
#include "MgcDistTri3Rct3.h"

//----------------------------------------------------------------------------
MgcReal MgcSqrDistance (const MgcTriangle3& rkTri, const MgcRectangle3& rkRct,
    MgcReal* pfTriP0, MgcReal* pfTriP1, MgcReal* pfRctP0, MgcReal* pfRctP1)
{
    MgcReal fS, fT, fS0, fT0;  // triangle parameters
    MgcReal fU, fV, fU0, fV0;  // parallelogram parameters
    MgcReal fSqrDist, fSqrDist0;
    MgcSegment3 kSeg;

    // compare edges of tri against all of pgm
    kSeg.Origin() = rkTri.Origin();
    kSeg.Direction() = rkTri.Edge0();
    fSqrDist = MgcSqrDistance(kSeg,rkRct,&fS,&fU,&fV);
    fT = 0.0;

    kSeg.Direction() = rkTri.Edge1();
    fSqrDist0 = MgcSqrDistance(kSeg,rkRct,&fT0,&fU0,&fV0);
    fS0 = 0.0;
    if ( fSqrDist0 < fSqrDist )
    {
        fSqrDist = fSqrDist0;
        fS = fS0;
        fT = fT0;
        fU = fU0;
        fV = fV0;
    }

    kSeg.Origin() = kSeg.Origin() + rkTri.Edge0();
    kSeg.Direction() = kSeg.Direction() - rkTri.Edge0();
    fSqrDist0 = MgcSqrDistance(kSeg,rkRct,&fT0,&fU0,&fV0);
    fS0 = 1.0-fT0;
    if ( fSqrDist0 < fSqrDist )
    {
        fSqrDist = fSqrDist0;
        fS = fS0;
        fT = fT0;
        fU = fU0;
        fV = fV0;
    }

    // compare edges of pgm against all of tri
    kSeg.Origin() = rkRct.Origin();
    kSeg.Direction() = rkRct.Edge0();
    fSqrDist0 = MgcSqrDistance(kSeg,rkTri,&fU0,&fS0,&fT0);
    fV0 = 0.0;
    if ( fSqrDist0 < fSqrDist )
    {
        fSqrDist = fSqrDist0;
        fS = fS0;
        fT = fT0;
        fU = fU0;
        fV = fV0;
    }

    kSeg.Direction() = rkRct.Edge1();
    fSqrDist0 = MgcSqrDistance(kSeg,rkTri,&fV0,&fS0,&fT0);
    fU0 = 0.0;
    if ( fSqrDist0 < fSqrDist )
    {
        fSqrDist = fSqrDist0;
        fS = fS0;
        fT = fT0;
        fU = fU0;
        fV = fV0;
    }

    kSeg.Origin() = rkRct.Origin() + rkRct.Edge1();
    kSeg.Direction() = rkRct.Edge0();
    fSqrDist0 = MgcSqrDistance(kSeg,rkTri,&fU0,&fS0,&fT0);
    fV0 = 1.0;
    if ( fSqrDist0 < fSqrDist )
    {
        fSqrDist = fSqrDist0;
        fS = fS0;
        fT = fT0;
        fU = fU0;
        fV = fV0;
    }

    kSeg.Origin() = rkRct.Origin() + rkRct.Edge0();
    kSeg.Direction() = rkRct.Edge1();
    fSqrDist0 = MgcSqrDistance(kSeg,rkTri,&fV0,&fS0,&fT0);
    fU0 = 1.0;
    if ( fSqrDist0 < fSqrDist )
    {
        fSqrDist = fSqrDist0;
        fS = fS0;
        fT = fT0;
        fU = fU0;
        fV = fV0;
    }

    if ( pfTriP0 )
        *pfTriP0 = fS;

    if ( pfTriP1 )
        *pfTriP1 = fT;

    if ( pfRctP0 )
        *pfRctP0 = fU;

    if ( pfRctP1 )
        *pfRctP1 = fV;

    return MgcMath::Abs(fSqrDist);
}
//----------------------------------------------------------------------------
MgcReal MgcDistance (const MgcTriangle3& rkTri, const MgcRectangle3& rkRct,
    MgcReal* pfTriP0, MgcReal* pfTriP1, MgcReal* pfRctP0, MgcReal* pfRctP1)
{
    return MgcMath::Sqrt(MgcSqrDistance(rkTri,rkRct,pfTriP0,pfTriP1,
        pfRctP0,pfRctP1));
}
//----------------------------------------------------------------------------

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