Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
Tetragramm
GitHub Repository: Tetragramm/opencv
Path: blob/master/3rdparty/openexr/Imath/ImathVecAlgo.h
16337 views
1
///////////////////////////////////////////////////////////////////////////
2
//
3
// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
4
// Digital Ltd. LLC
5
//
6
// All rights reserved.
7
//
8
// Redistribution and use in source and binary forms, with or without
9
// modification, are permitted provided that the following conditions are
10
// met:
11
// * Redistributions of source code must retain the above copyright
12
// notice, this list of conditions and the following disclaimer.
13
// * Redistributions in binary form must reproduce the above
14
// copyright notice, this list of conditions and the following disclaimer
15
// in the documentation and/or other materials provided with the
16
// distribution.
17
// * Neither the name of Industrial Light & Magic nor the names of
18
// its contributors may be used to endorse or promote products derived
19
// from this software without specific prior written permission.
20
//
21
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
22
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
23
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
24
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
25
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
26
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
27
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
28
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
29
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
30
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
31
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
32
//
33
///////////////////////////////////////////////////////////////////////////
34
35
36
37
#ifndef INCLUDED_IMATHVECALGO_H
38
#define INCLUDED_IMATHVECALGO_H
39
40
//-------------------------------------------------------------------------
41
//
42
// This file contains algorithms applied to or in conjunction
43
// with points (Imath::Vec2 and Imath::Vec3).
44
// The assumption made is that these functions are called much
45
// less often than the basic point functions or these functions
46
// require more support classes.
47
//
48
//-------------------------------------------------------------------------
49
50
#include "ImathVec.h"
51
#include "ImathLimits.h"
52
53
namespace Imath {
54
55
56
//-----------------------------------------------------------------
57
// Find the projection of vector t onto vector s (Vec2, Vec3, Vec4)
58
//-----------------------------------------------------------------
59
60
template <class Vec> Vec project (const Vec &s, const Vec &t);
61
62
63
//------------------------------------------------
64
// Find a vector that is perpendicular to s and
65
// in the same plane as s and t (Vec2, Vec3, Vec4)
66
//------------------------------------------------
67
68
template <class Vec> Vec orthogonal (const Vec &s, const Vec &t);
69
70
71
//-----------------------------------------------
72
// Find the direction of a ray s after reflection
73
// off a plane with normal t (Vec2, Vec3, Vec4)
74
//-----------------------------------------------
75
76
template <class Vec> Vec reflect (const Vec &s, const Vec &t);
77
78
79
//--------------------------------------------------------------------
80
// Find the vertex of triangle (v0, v1, v2) that is closest to point p
81
// (Vec2, Vec3, Vec4)
82
//--------------------------------------------------------------------
83
84
template <class Vec> Vec closestVertex (const Vec &v0,
85
const Vec &v1,
86
const Vec &v2,
87
const Vec &p);
88
89
//---------------
90
// Implementation
91
//---------------
92
93
template <class Vec>
94
Vec
95
project (const Vec &s, const Vec &t)
96
{
97
Vec sNormalized = s.normalized();
98
return sNormalized * (sNormalized ^ t);
99
}
100
101
template <class Vec>
102
Vec
103
orthogonal (const Vec &s, const Vec &t)
104
{
105
return t - project (s, t);
106
}
107
108
template <class Vec>
109
Vec
110
reflect (const Vec &s, const Vec &t)
111
{
112
return s - typename Vec::BaseType(2) * (s - project(t, s));
113
}
114
115
template <class Vec>
116
Vec
117
closestVertex(const Vec &v0,
118
const Vec &v1,
119
const Vec &v2,
120
const Vec &p)
121
{
122
Vec nearest = v0;
123
typename Vec::BaseType neardot = (v0 - p).length2();
124
typename Vec::BaseType tmp = (v1 - p).length2();
125
126
if (tmp < neardot)
127
{
128
neardot = tmp;
129
nearest = v1;
130
}
131
132
tmp = (v2 - p).length2();
133
134
if (tmp < neardot)
135
{
136
neardot = tmp;
137
nearest = v2;
138
}
139
140
return nearest;
141
}
142
143
144
} // namespace Imath
145
146
#endif
147
148