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Open Source Computer Vision Library
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257 lines
6.7 KiB
257 lines
6.7 KiB
12 years ago
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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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//
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// All rights reserved.
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//
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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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// from this software without specific prior written permission.
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//
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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_IMATHPLANE_H
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#define INCLUDED_IMATHPLANE_H
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//----------------------------------------------------------------------
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//
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// template class Plane3
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//
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// The Imath::Plane3<> class represents a half space, so the
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// normal may point either towards or away from origin. The
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// plane P can be represented by Imath::Plane3 as either p or -p
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// corresponding to the two half-spaces on either side of the
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// plane. Any function which computes a distance will return
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// either negative or positive values for the distance indicating
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// which half-space the point is in. Note that reflection, and
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// intersection functions will operate as expected.
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//
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//----------------------------------------------------------------------
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#include "ImathVec.h"
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#include "ImathLine.h"
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namespace Imath {
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template <class T>
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class Plane3
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{
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public:
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Vec3<T> normal;
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T distance;
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Plane3() {}
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Plane3(const Vec3<T> &normal, T distance);
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Plane3(const Vec3<T> &point, const Vec3<T> &normal);
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Plane3(const Vec3<T> &point1,
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const Vec3<T> &point2,
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const Vec3<T> &point3);
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//----------------------
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// Various set methods
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//----------------------
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void set(const Vec3<T> &normal,
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T distance);
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void set(const Vec3<T> &point,
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const Vec3<T> &normal);
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void set(const Vec3<T> &point1,
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const Vec3<T> &point2,
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const Vec3<T> &point3 );
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//----------------------
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// Utilities
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//----------------------
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bool intersect(const Line3<T> &line,
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Vec3<T> &intersection) const;
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bool intersectT(const Line3<T> &line,
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T ¶meter) const;
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T distanceTo(const Vec3<T> &) const;
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Vec3<T> reflectPoint(const Vec3<T> &) const;
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Vec3<T> reflectVector(const Vec3<T> &) const;
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};
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//--------------------
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// Convenient typedefs
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//--------------------
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typedef Plane3<float> Plane3f;
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typedef Plane3<double> Plane3d;
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//---------------
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// Implementation
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//---------------
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template <class T>
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inline Plane3<T>::Plane3(const Vec3<T> &p0,
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const Vec3<T> &p1,
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const Vec3<T> &p2)
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{
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set(p0,p1,p2);
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}
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template <class T>
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inline Plane3<T>::Plane3(const Vec3<T> &n, T d)
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{
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set(n, d);
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}
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template <class T>
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inline Plane3<T>::Plane3(const Vec3<T> &p, const Vec3<T> &n)
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{
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set(p, n);
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}
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template <class T>
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inline void Plane3<T>::set(const Vec3<T>& point1,
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const Vec3<T>& point2,
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const Vec3<T>& point3)
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{
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normal = (point2 - point1) % (point3 - point1);
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normal.normalize();
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distance = normal ^ point1;
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}
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template <class T>
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inline void Plane3<T>::set(const Vec3<T>& point, const Vec3<T>& n)
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{
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normal = n;
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normal.normalize();
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distance = normal ^ point;
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}
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template <class T>
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inline void Plane3<T>::set(const Vec3<T>& n, T d)
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{
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normal = n;
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normal.normalize();
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distance = d;
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}
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template <class T>
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inline T Plane3<T>::distanceTo(const Vec3<T> &point) const
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{
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return (point ^ normal) - distance;
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}
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template <class T>
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inline Vec3<T> Plane3<T>::reflectPoint(const Vec3<T> &point) const
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{
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return normal * distanceTo(point) * -2.0 + point;
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}
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template <class T>
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inline Vec3<T> Plane3<T>::reflectVector(const Vec3<T> &v) const
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{
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return normal * (normal ^ v) * 2.0 - v;
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}
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template <class T>
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inline bool Plane3<T>::intersect(const Line3<T>& line, Vec3<T>& point) const
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{
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T d = normal ^ line.dir;
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if ( d == 0.0 ) return false;
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T t = - ((normal ^ line.pos) - distance) / d;
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point = line(t);
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return true;
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}
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template <class T>
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inline bool Plane3<T>::intersectT(const Line3<T>& line, T &t) const
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{
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T d = normal ^ line.dir;
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if ( d == 0.0 ) return false;
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t = - ((normal ^ line.pos) - distance) / d;
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return true;
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}
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template<class T>
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std::ostream &operator<< (std::ostream &o, const Plane3<T> &plane)
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{
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return o << "(" << plane.normal << ", " << plane.distance
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<< ")";
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}
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template<class T>
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Plane3<T> operator* (const Plane3<T> &plane, const Matrix44<T> &M)
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{
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// T
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// -1
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// Could also compute M but that would suck.
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//
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Vec3<T> dir1 = Vec3<T> (1, 0, 0) % plane.normal;
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T dir1Len = dir1 ^ dir1;
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Vec3<T> tmp = Vec3<T> (0, 1, 0) % plane.normal;
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T tmpLen = tmp ^ tmp;
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if (tmpLen > dir1Len)
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{
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dir1 = tmp;
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dir1Len = tmpLen;
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}
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tmp = Vec3<T> (0, 0, 1) % plane.normal;
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tmpLen = tmp ^ tmp;
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if (tmpLen > dir1Len)
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{
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dir1 = tmp;
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}
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Vec3<T> dir2 = dir1 % plane.normal;
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Vec3<T> point = plane.distance * plane.normal;
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return Plane3<T> ( point * M,
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(point + dir2) * M,
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(point + dir1) * M );
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}
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template<class T>
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Plane3<T> operator- (const Plane3<T> &plane)
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{
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return Plane3<T>(-plane.normal,-plane.distance);
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}
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} // namespace Imath
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#endif
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