2012-08-25 04:31:49 +08:00
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///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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2012-10-17 15:12:04 +08:00
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//
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2012-08-25 04:31:49 +08:00
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// All rights reserved.
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2012-10-17 15:12:04 +08:00
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//
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2012-08-25 04:31:49 +08:00
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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2012-10-17 15:12:04 +08:00
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// from this software without specific prior written permission.
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//
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2012-08-25 04:31:49 +08:00
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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#ifndef INCLUDED_IMATHVECALGO_H
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#define INCLUDED_IMATHVECALGO_H
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//-------------------------------------------------------------------------
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//
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// This file contains algorithms applied to or in conjunction
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// with points (Imath::Vec2 and Imath::Vec3).
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// The assumption made is that these functions are called much
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// less often than the basic point functions or these functions
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// require more support classes.
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//
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//-------------------------------------------------------------------------
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#include "ImathVec.h"
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#include "ImathLimits.h"
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namespace Imath {
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//-----------------------------------------------------------------
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// Find the projection of vector t onto vector s (Vec2, Vec3, Vec4)
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//-----------------------------------------------------------------
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template <class Vec> Vec project (const Vec &s, const Vec &t);
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//------------------------------------------------
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// Find a vector that is perpendicular to s and
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// in the same plane as s and t (Vec2, Vec3, Vec4)
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//------------------------------------------------
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template <class Vec> Vec orthogonal (const Vec &s, const Vec &t);
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//-----------------------------------------------
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// Find the direction of a ray s after reflection
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// off a plane with normal t (Vec2, Vec3, Vec4)
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//-----------------------------------------------
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template <class Vec> Vec reflect (const Vec &s, const Vec &t);
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//--------------------------------------------------------------------
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// Find the vertex of triangle (v0, v1, v2) that is closest to point p
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// (Vec2, Vec3, Vec4)
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//--------------------------------------------------------------------
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template <class Vec> Vec closestVertex (const Vec &v0,
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const Vec &v1,
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const Vec &v2,
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const Vec &p);
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//---------------
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// Implementation
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//---------------
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template <class Vec>
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Vec
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project (const Vec &s, const Vec &t)
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{
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Vec sNormalized = s.normalized();
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return sNormalized * (sNormalized ^ t);
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}
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template <class Vec>
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Vec
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orthogonal (const Vec &s, const Vec &t)
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{
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return t - project (s, t);
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}
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template <class Vec>
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Vec
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reflect (const Vec &s, const Vec &t)
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{
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return s - typename Vec::BaseType(2) * (s - project(t, s));
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}
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template <class Vec>
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Vec
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closestVertex(const Vec &v0,
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const Vec &v1,
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const Vec &v2,
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const Vec &p)
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{
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Vec nearest = v0;
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typename Vec::BaseType neardot = (v0 - p).length2();
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typename Vec::BaseType tmp = (v1 - p).length2();
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if (tmp < neardot)
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{
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neardot = tmp;
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nearest = v1;
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}
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tmp = (v2 - p).length2();
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if (tmp < neardot)
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{
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neardot = tmp;
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nearest = v2;
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}
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return nearest;
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}
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} // namespace Imath
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#endif
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