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/////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2002-2012, 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_IMATHLINE_H #define INCLUDED_IMATHLINE_H
//------------------------------------- // // A 3D line class template // //-------------------------------------
#include "ImathVec.h" #include "ImathLimits.h" #include "ImathMatrix.h" #include "ImathNamespace.h"
IMATH_INTERNAL_NAMESPACE_HEADER_ENTER
template <class T> class Line3 { public:
Vec3<T> pos; Vec3<T> dir; //------------------------------------------------------------- // Constructors - default is normalized units along direction //-------------------------------------------------------------
Line3() {} Line3(const Vec3<T>& point1, const Vec3<T>& point2);
//------------------ // State Query/Set //------------------
void set(const Vec3<T>& point1, const Vec3<T>& point2);
//------- // F(t) //-------
Vec3<T> operator() (T parameter) const;
//--------- // Query //---------
T distanceTo(const Vec3<T>& point) const; T distanceTo(const Line3<T>& line) const; Vec3<T> closestPointTo(const Vec3<T>& point) const; Vec3<T> closestPointTo(const Line3<T>& line) const; };
//-------------------- // Convenient typedefs //--------------------
typedef Line3<float> Line3f; typedef Line3<double> Line3d;
//--------------- // Implementation //---------------
template <class T> inline Line3<T>::Line3(const Vec3<T> &p0, const Vec3<T> &p1) { set(p0,p1); }
template <class T> inline void Line3<T>::set(const Vec3<T> &p0, const Vec3<T> &p1) { pos = p0; dir = p1-p0; dir.normalize(); }
template <class T> inline Vec3<T> Line3<T>::operator()(T parameter) const { return pos + dir * parameter; }
template <class T> inline T Line3<T>::distanceTo(const Vec3<T>& point) const { return (closestPointTo(point)-point).length(); }
template <class T> inline Vec3<T> Line3<T>::closestPointTo(const Vec3<T>& point) const { return ((point - pos) ^ dir) * dir + pos; }
template <class T> inline T Line3<T>::distanceTo(const Line3<T>& line) const { T d = (dir % line.dir) ^ (line.pos - pos); return (d >= 0)? d: -d; }
template <class T> inline Vec3<T> Line3<T>::closestPointTo(const Line3<T>& line) const { // Assumes the lines are normalized
Vec3<T> posLpos = pos - line.pos ; T c = dir ^ posLpos; T a = line.dir ^ dir; T f = line.dir ^ posLpos ; T num = c - a * f;
T denom = a*a - 1;
T absDenom = ((denom >= 0)? denom: -denom);
if (absDenom < 1) { T absNum = ((num >= 0)? num: -num);
if (absNum >= absDenom * limits<T>::max()) return pos; }
return pos + dir * (num / denom); }
template<class T> std::ostream& operator<< (std::ostream &o, const Line3<T> &line) { return o << "(" << line.pos << ", " << line.dir << ")"; }
template<class S, class T> inline Line3<S> operator * (const Line3<S> &line, const Matrix44<T> &M) { return Line3<S>( line.pos * M, (line.pos + line.dir) * M ); }
IMATH_INTERNAL_NAMESPACE_HEADER_EXIT
#endif // INCLUDED_IMATHLINE_H
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