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📄 mgcdistpgm3pgm3.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 "MgcDistLin3Pgm3.h"
#include "MgcDistPgm3Pgm3.h"

//----------------------------------------------------------------------------MgcReal MgcSqrDistance (const MgcParallelogram3& rkPgm0,
    const MgcParallelogram3& rkPgm1, MgcReal* pfPgm0P0, MgcReal* pfPgm0P1,
    MgcReal* pfPgm1P0, MgcReal* pfPgm1P1)
{    MgcReal fS, fT, fS0, fT0;  // pgm0 parameters    MgcReal fU, fV, fU0, fV0;  // pgm1 parameters    MgcReal fSqrDist, fSqrDist0;    MgcSegment3 kSeg;    // compare edges of pgm0 against all of pgm1    kSeg.Origin() = rkPgm0.Origin();    kSeg.Direction() = rkPgm0.Edge0();    fSqrDist = MgcSqrDistance(kSeg,rkPgm1,&fS,&fU,&fV);    fT = 0.0;    kSeg.Direction() = rkPgm0.Edge1();    fSqrDist0 = MgcSqrDistance(kSeg,rkPgm1,&fT0,&fU0,&fV0);    fS0 = 0.0;    if ( fSqrDist0 < fSqrDist )    {        fSqrDist = fSqrDist0;        fS = fS0;        fT = fT0;        fU = fU0;        fV = fV0;    }    kSeg.Origin() = rkPgm0.Origin() + rkPgm0.Edge0();    fSqrDist0 = MgcSqrDistance(kSeg,rkPgm1,&fT0,&fU0,&fV0);    fS0 = 1.0;    if ( fSqrDist0 < fSqrDist )    {        fSqrDist = fSqrDist0;        fS = fS0;        fT = fT0;        fU = fU0;        fV = fV0;    }    kSeg.Origin() = rkPgm0.Origin() + rkPgm0.Edge1();    kSeg.Direction() = rkPgm0.Edge0();    fSqrDist0 = MgcSqrDistance(kSeg,rkPgm1,&fS0,&fU0,&fV0);    fT0 = 1.0;    if ( fSqrDist0 < fSqrDist )    {        fSqrDist = fSqrDist0;        fS = fS0;        fT = fT0;        fU = fU0;        fV = fV0;    }    // compare edges of pgm1 against all of pgm0    kSeg.Origin() = rkPgm1.Origin();    kSeg.Direction() = rkPgm1.Edge0();    fSqrDist0 = MgcSqrDistance(kSeg,rkPgm0,&fU0,&fS0,&fT0);    fV0 = 0.0;    if ( fSqrDist0 < fSqrDist )    {        fSqrDist = fSqrDist0;        fS = fS0;        fT = fT0;        fU = fU0;        fV = fV0;    }    kSeg.Direction() = rkPgm1.Edge1();    fSqrDist0 = MgcSqrDistance(kSeg,rkPgm0,&fV0,&fS0,&fT0);    fU0 = 0.0;    if ( fSqrDist0 < fSqrDist )    {        fSqrDist = fSqrDist0;        fS = fS0;        fT = fT0;        fU = fU0;        fV = fV0;    }    kSeg.Origin() = rkPgm1.Origin() + rkPgm1.Edge0();    fSqrDist0 = MgcSqrDistance(kSeg,rkPgm0,&fV0,&fS0,&fT0);    fU0 = 1.0;    if ( fSqrDist0 < fSqrDist )    {        fSqrDist = fSqrDist0;        fS = fS0;        fT = fT0;        fU = fU0;        fV = fV0;    }    kSeg.Origin() = rkPgm1.Origin() + rkPgm1.Edge1();    kSeg.Direction() = rkPgm1.Edge0();    fSqrDist0 = MgcSqrDistance(kSeg,rkPgm0,&fU0,&fS0,&fT0);    fV0 = 1.0;    if ( fSqrDist0 < fSqrDist )    {        fSqrDist = fSqrDist0;        fS = fS0;        fT = fT0;        fU = fU0;        fV = fV0;    }

    if ( pfPgm0P0 )
        *pfPgm0P0 = fS;

    if ( pfPgm0P1 )
        *pfPgm0P1 = fT;

    if ( pfPgm1P0 )
        *pfPgm1P0 = fU;

    if ( pfPgm1P1 )
        *pfPgm1P1 = fV;
    return MgcMath::Abs(fSqrDist);
}//----------------------------------------------------------------------------MgcReal MgcDistance (const MgcParallelogram3& rkPgm0,
    const MgcParallelogram3& rkPgm1, MgcReal* pfPgm0P0, MgcReal* pfPgm0P1,
    MgcReal* pfPgm1P0, MgcReal* pfPgm1P1)
{
    return MgcMath::Sqrt(MgcSqrDistance(rkPgm0,rkPgm1,pfPgm0P0,pfPgm0P1,
        pfPgm1P0,pfPgm1P1));
}
//----------------------------------------------------------------------------

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