mirror of
https://github.com/opencv/opencv.git
synced 2024-11-30 06:10:02 +08:00
147 lines
4.5 KiB
C++
147 lines
4.5 KiB
C++
///////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
|
|
// Digital Ltd. LLC
|
|
//
|
|
// All rights reserved.
|
|
//
|
|
// Redistribution and use in source and binary forms, with or without
|
|
// modification, are permitted provided that the following conditions are
|
|
// met:
|
|
// * Redistributions of source code must retain the above copyright
|
|
// notice, this list of conditions and the following disclaimer.
|
|
// * Redistributions in binary form must reproduce the above
|
|
// copyright notice, this list of conditions and the following disclaimer
|
|
// in the documentation and/or other materials provided with the
|
|
// distribution.
|
|
// * Neither the name of Industrial Light & Magic nor the names of
|
|
// its contributors may be used to endorse or promote products derived
|
|
// from this software without specific prior written permission.
|
|
//
|
|
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
//
|
|
///////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
#ifndef INCLUDED_IMATHVECALGO_H
|
|
#define INCLUDED_IMATHVECALGO_H
|
|
|
|
//-------------------------------------------------------------------------
|
|
//
|
|
// This file contains algorithms applied to or in conjunction
|
|
// with points (Imath::Vec2 and Imath::Vec3).
|
|
// The assumption made is that these functions are called much
|
|
// less often than the basic point functions or these functions
|
|
// require more support classes.
|
|
//
|
|
//-------------------------------------------------------------------------
|
|
|
|
#include "ImathVec.h"
|
|
#include "ImathLimits.h"
|
|
|
|
namespace Imath {
|
|
|
|
|
|
//-----------------------------------------------------------------
|
|
// Find the projection of vector t onto vector s (Vec2, Vec3, Vec4)
|
|
//-----------------------------------------------------------------
|
|
|
|
template <class Vec> Vec project (const Vec &s, const Vec &t);
|
|
|
|
|
|
//------------------------------------------------
|
|
// Find a vector that is perpendicular to s and
|
|
// in the same plane as s and t (Vec2, Vec3, Vec4)
|
|
//------------------------------------------------
|
|
|
|
template <class Vec> Vec orthogonal (const Vec &s, const Vec &t);
|
|
|
|
|
|
//-----------------------------------------------
|
|
// Find the direction of a ray s after reflection
|
|
// off a plane with normal t (Vec2, Vec3, Vec4)
|
|
//-----------------------------------------------
|
|
|
|
template <class Vec> Vec reflect (const Vec &s, const Vec &t);
|
|
|
|
|
|
//--------------------------------------------------------------------
|
|
// Find the vertex of triangle (v0, v1, v2) that is closest to point p
|
|
// (Vec2, Vec3, Vec4)
|
|
//--------------------------------------------------------------------
|
|
|
|
template <class Vec> Vec closestVertex (const Vec &v0,
|
|
const Vec &v1,
|
|
const Vec &v2,
|
|
const Vec &p);
|
|
|
|
//---------------
|
|
// Implementation
|
|
//---------------
|
|
|
|
template <class Vec>
|
|
Vec
|
|
project (const Vec &s, const Vec &t)
|
|
{
|
|
Vec sNormalized = s.normalized();
|
|
return sNormalized * (sNormalized ^ t);
|
|
}
|
|
|
|
template <class Vec>
|
|
Vec
|
|
orthogonal (const Vec &s, const Vec &t)
|
|
{
|
|
return t - project (s, t);
|
|
}
|
|
|
|
template <class Vec>
|
|
Vec
|
|
reflect (const Vec &s, const Vec &t)
|
|
{
|
|
return s - typename Vec::BaseType(2) * (s - project(t, s));
|
|
}
|
|
|
|
template <class Vec>
|
|
Vec
|
|
closestVertex(const Vec &v0,
|
|
const Vec &v1,
|
|
const Vec &v2,
|
|
const Vec &p)
|
|
{
|
|
Vec nearest = v0;
|
|
typename Vec::BaseType neardot = (v0 - p).length2();
|
|
typename Vec::BaseType tmp = (v1 - p).length2();
|
|
|
|
if (tmp < neardot)
|
|
{
|
|
neardot = tmp;
|
|
nearest = v1;
|
|
}
|
|
|
|
tmp = (v2 - p).length2();
|
|
|
|
if (tmp < neardot)
|
|
{
|
|
neardot = tmp;
|
|
nearest = v2;
|
|
}
|
|
|
|
return nearest;
|
|
}
|
|
|
|
|
|
} // namespace Imath
|
|
|
|
#endif
|