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Open Source Computer Vision Library
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147 lines
4.6 KiB
147 lines
4.6 KiB
/////////////////////////////////////////////////////////////////////////// |
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// |
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// Copyright (c) 2002-2012, 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_IMATHVECALGO_H |
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#define INCLUDED_IMATHVECALGO_H |
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//------------------------------------------------------------------------- |
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// |
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// This file contains algorithms applied to or in conjunction |
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// with points (Imath::Vec2 and Imath::Vec3). |
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// The assumption made is that these functions are called much |
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// less often than the basic point functions or these functions |
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// require more support classes. |
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// |
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//------------------------------------------------------------------------- |
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#include "ImathVec.h" |
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#include "ImathLimits.h" |
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#include "ImathNamespace.h" |
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IMATH_INTERNAL_NAMESPACE_HEADER_ENTER |
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//----------------------------------------------------------------- |
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// Find the projection of vector t onto vector s (Vec2, Vec3, Vec4) |
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//----------------------------------------------------------------- |
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template <class Vec> Vec project (const Vec &s, const Vec &t); |
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//------------------------------------------------ |
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// Find a vector that is perpendicular to s and |
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// in the same plane as s and t (Vec2, Vec3, Vec4) |
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//------------------------------------------------ |
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template <class Vec> Vec orthogonal (const Vec &s, const Vec &t); |
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//----------------------------------------------- |
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// Find the direction of a ray s after reflection |
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// off a plane with normal t (Vec2, Vec3, Vec4) |
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//----------------------------------------------- |
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template <class Vec> Vec reflect (const Vec &s, const Vec &t); |
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//-------------------------------------------------------------------- |
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// Find the vertex of triangle (v0, v1, v2) that is closest to point p |
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// (Vec2, Vec3, Vec4) |
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//-------------------------------------------------------------------- |
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template <class Vec> Vec closestVertex (const Vec &v0, |
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const Vec &v1, |
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const Vec &v2, |
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const Vec &p); |
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//--------------- |
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// Implementation |
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//--------------- |
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template <class Vec> |
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Vec |
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project (const Vec &s, const Vec &t) |
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{ |
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Vec sNormalized = s.normalized(); |
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return sNormalized * (sNormalized ^ t); |
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} |
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template <class Vec> |
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Vec |
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orthogonal (const Vec &s, const Vec &t) |
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{ |
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return t - project (s, t); |
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} |
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template <class Vec> |
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Vec |
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reflect (const Vec &s, const Vec &t) |
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{ |
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return s - typename Vec::BaseType(2) * (s - project(t, s)); |
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} |
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template <class Vec> |
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Vec |
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closestVertex(const Vec &v0, |
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const Vec &v1, |
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const Vec &v2, |
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const Vec &p) |
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{ |
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Vec nearest = v0; |
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typename Vec::BaseType neardot = (v0 - p).length2(); |
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typename Vec::BaseType tmp = (v1 - p).length2(); |
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if (tmp < neardot) |
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{ |
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neardot = tmp; |
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nearest = v1; |
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} |
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tmp = (v2 - p).length2(); |
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if (tmp < neardot) |
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{ |
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neardot = tmp; |
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nearest = v2; |
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} |
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return nearest; |
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} |
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IMATH_INTERNAL_NAMESPACE_HEADER_EXIT |
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#endif // INCLUDED_IMATHVECALGO_H
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