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257 lines
6.8 KiB
257 lines
6.8 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_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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#include "ImathNamespace.h" |
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IMATH_INTERNAL_NAMESPACE_HEADER_ENTER |
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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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IMATH_INTERNAL_NAMESPACE_HEADER_EXIT |
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#endif // INCLUDED_IMATHPLANE_H
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