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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_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" #include "ImathNamespace.h" IMATH_INTERNAL_NAMESPACE_HEADER_ENTER //----------------------------------------------------------------- // 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; } IMATH_INTERNAL_NAMESPACE_HEADER_EXIT #endif // INCLUDED_IMATHVECALGO_H