minor updates, corrections, added documentations, etc.

This commit is contained in:
mtarini 2004-03-11 11:47:20 +00:00
parent 49c4d52f70
commit f36d1e007a
3 changed files with 175 additions and 62 deletions

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@ -24,12 +24,13 @@
History
$Log: not supported by cvs2svn $
Revision 1.5 2004/03/10 15:27:48 tarini
added Normalized flag
Revision 1.1 2004/03/08 16:15:48 tarini
first version (tarini)
****************************************************************************/
@ -61,31 +62,48 @@ public:
/// The point type
typedef Point3<LineScalarType> PointType;
/// The point type
/// The line type
typedef Line3<LineScalarType,NORM> LineType;
private:
/// Origingin
/// Origin
PointType _ori;
/// Directionection (not necessarily normalized)
/// Direction (not necessarily normalized, unless so specified by NORM)
PointType _dir;
public:
/// Members to access the origin, direction
//@{
/** @name Members to access the origin or direction
Direction() cannot be assigned directly.
Use SetDirection() or Set() instead.
**/
///
inline const PointType &Origin() const { return _ori; }
inline const PointType &Direction() const { return _dir; }
inline PointType &Origin() { return _ori; }
inline PointType &Direction() {
assert(!IsNormalized()); // Directionection can't be set for NORMALIZED Lines! Use SetDirection instead!
return _dir;
}
/// The empty constructor
inline const PointType &Direction() const { return _dir; }
/// sets the origin
inline void SetOrigin( const PointType & ori )
{ _ori=ori; }
/// sets the direction
inline void SetDirection( const PointType & dir)
{ _dir=dir; if (NORM) _dir.Normalize(); }
/// sets origin and direction.
inline void Set( const PointType & ori, const PointType & dir )
{ SetOrigin(ori); SetDirection(dir); }
//@}
//@{
/** @name Constructors
**/
/// The empty constructor
Line3() {};
/// The (origin, direction) constructor
LineType(const PointType &ori, const PointType &dir) {SetOrigin(ori); SetDirection(dir);};
Line3(const PointType &ori, const PointType &dir) {SetOrigin(ori); SetDirection(dir);};
//@}
/// Operator to compare two lines
inline bool operator == ( LineType const & p ) const
{ return _ori==p._ori && _dir==p._dir; }
@ -97,31 +115,29 @@ public:
{ if (NORM) return ScalarType((p-_ori)*_dir);
else return ScalarType((p-_ori)*_dir/_dir.SquaredNorm());
}
inline bool IsNormalized() const {return NORM;};
///set the origin
inline void SetOrigin( const PointType & ori )
{ _ori=ori; }
///set the direction
inline void SetDirection( const PointType & dir)
{ _dir=dir; if (NORM) _dir.Normalize(); }
///set both the origina and direction.
inline void Set( const PointType & ori, const PointType & dir )
{ SetOrigin(ori); SetDirection(dir); }
/// returns wheter this type is normalized or not
static bool IsNormalized() {return NORM;};
/// calculates the point of parameter t on the line.
inline PointType P( const ScalarType t ) const
{ return _ori + _dir * t; }
/// normalizes direction field (returns a Normalized Line)
Line3<ScalarType,true> &Normalize()
inline Line3<ScalarType,true> &Normalize()
{ if (!NORM) _dir.Normalize(); return *((Line3<ScalarType,true>*)this);}
/// normalizes direction field (returns a Normalized Line) - static version
static Line3<ScalarType,true> &Normalize(LineType &p)
{ p.Normalize(); return *((Line3<ScalarType,true>*)(&p));}
/// importer for different line types
/// importer for different line types (with any scalar type or normalization beaviour)
template <class Q, bool K>
inline void Import( const Line3<Q,K> & b )
{ _ori.Import( b.Origin()); _dir.Import( b.Direction());
if ((NORM) && (!K)) _dir.Normalize();
{ _ori.Import( b.Origin() ); _dir.Import( b.Direction() );
if ((NORM) && (!K)) _dir.Normalize();
//printf("(=)%c->%c ",(!NORM)?'N':'n', NORM?'N':'n');
}
/// constructs a new line importing it from an existing one
template <class Q, bool K>
static LineType Construct( const Line3<Q,K> & b )
{ LineType res; res.Import(b); return res;
}
PointType ClosestPoint(const PointType & p) const{
return P(Projection(p));
}
@ -129,6 +145,39 @@ public:
inline void Flip(){
_dir=-_dir;
};
//@{
/** @name Linearity for 3d lines
(operators +, -, *, /) so a line can be set as a linear combination
of several lines. Note that the result of any operation returns
a non-normalized line; however, the command r0 = r1*a + r2*b is licit
even if r0,r1,r2 are normalized lines, as the normalization will
take place within the final assignement operation.
**/
inline Line3<ScalarType,false> operator + ( LineType const & p) const
{return Line3<ScalarType,false> ( _ori+p.Origin(), _dir+p.Direction() );}
inline Line3<ScalarType,false> operator - ( LineType const & p) const
{return Line3<ScalarType,false> ( _ori-p.Origin(), _dir-p.Direction() );}
inline Line3<ScalarType,false> operator * ( const ScalarType s ) const
{return Line3<ScalarType,false> ( _ori*s, _dir*s );}
inline Line3<ScalarType,false> operator / ( const ScalarType s ) const
{ScalarType s0=((ScalarType)1.0)/s; return LineType( _ori*s0, _dir*s0 );}
//@}
//@{
/** @name Automatic normalized to non-normalized
"Line3dN r0 = r1" is equivalent to
"Line3dN r0 = r1.Normalize()" if r1 is a Line3d
**/
/// copy constructor that takes opposite beaviour
LineType (const Line3<ScalarType,!NORM > &r)
{ Import(r); };
/// assignment
inline LineType & operator = ( Line3<ScalarType,!NORM> const &r)
{ Import(r); return *this; };
//@}
}; // end class definition
typedef Line3<short> Line3s;

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@ -25,8 +25,8 @@
$Log: not supported by cvs2svn $
Revision 1.3 2004/03/10 15:27:18 tarini
first version
****************************************************************************/
@ -59,31 +59,48 @@ public:
/// The point type
typedef Point3<RayScalarType> PointType;
/// The point type
/// The ray type
typedef Ray3<RayScalarType,NORM> RayType;
private:
/// Origingin
/// Origin
PointType _ori;
/// Directionection (not necessarily normalized)
/// Direction (not necessarily normalized, unless so specified by NORM)
PointType _dir;
public:
/// Members to access the origin, direction
//@{
/** @name Members to access the origin or direction
Direction() cannot be assigned directly.
Use SetDirection() or Set() instead.
**/
///
inline const PointType &Origin() const { return _ori; }
inline const PointType &Direction() const { return _dir; }
inline PointType &Origin() { return _ori; }
inline PointType &Direction() {
assert(!IsNormalized()); // Directionection can't be set for NORMALIZED Rays! Use SetDirection instead!
return _dir;
}
/// The empty constructor
inline const PointType &Direction() const { return _dir; }
/// sets the origin
inline void SetOrigin( const PointType & ori )
{ _ori=ori; }
/// sets the direction
inline void SetDirection( const PointType & dir)
{ _dir=dir; if (NORM) _dir.Normalize(); }
/// sets origin and direction.
inline void Set( const PointType & ori, const PointType & dir )
{ SetOrigin(ori); SetDirection(dir); }
//@}
//@{
/** @name Constructors
**/
/// The empty constructor
Ray3() {};
/// The (origin, direction) constructor
RayType(const PointType &ori, const PointType &dir) {SetOrigin(ori); SetDirection(dir);};
//@}
/// Operator to compare two rays
inline bool operator == ( RayType const & p ) const
{ return _ori==p._ori && _dir==p._dir; }
@ -95,16 +112,8 @@ public:
{ if (NORM) return ScalarType((p-_ori)*_dir);
else return ScalarType((p-_ori)*_dir/_dir.SquaredNorm());
}
inline bool IsNormalized() const {return NORM;};
///set the origin
inline void SetOrigin( const PointType & ori )
{ _ori=ori; }
///set the direction
inline void SetDirection( const PointType & dir)
{ _dir=dir; if (NORM) _dir.Normalize(); }
///set both the origina and direction.
inline void Set( const PointType & ori, const PointType & dir )
{ SetOrigin(ori); SetDirection(dir); }
/// returns wheter this type is normalized or not
static bool IsNormalized() {return NORM;};
/// calculates the point of parameter t on the ray.
inline PointType P( const ScalarType t ) const
{ return _ori + _dir * t; }
@ -114,12 +123,18 @@ public:
/// normalizes direction field (returns a Normalized Ray) - static version
static Ray3<ScalarType,true> &Normalize(RayType &p)
{ p.Normalize(); return *((Ray3<ScalarType,true>*)(&p));}
/// importer for different ray types
/// importer for different ray types (with any scalar type or normalization beaviour)
template <class Q, bool K>
inline void Import( const Ray3<Q,K> & b )
{ _ori.Import( b.Origin() ); _dir.Import( b.Direction() );
if ((NORM) && (!K)) _dir.Normalize();
if ((NORM) && (!K)) _dir.Normalize();
//printf("(=)%c->%c ",(!NORM)?'N':'n', NORM?'N':'n');
}
/// constructs a new ray importing it from an existing one
template <class Q, bool K>
static RayType Construct( const Ray3<Q,K> & b )
{ RayType res; res.Import(b); return res;
}
PointType ClosestPoint(const PointType & p) const{
return P(Projection(p));
}
@ -127,6 +142,39 @@ public:
inline void Flip(){
_dir=-_dir;
};
//@{
/** @name Linearity for 3d rays
(operators +, -, *, /) so a ray can be set as a linear combination
of several rays. Note that the result of any operation returns
a non-normalized ray; however, the command r0 = r1*a + r2*b is licit
even if r0,r1,r2 are normalized rays, as the normalization will
take place within the final assignement operation.
**/
inline Ray3<ScalarType,false> operator + ( RayType const & p) const
{return Ray3<ScalarType,false> ( _ori+p.Origin(), _dir+p.Direction() );}
inline Ray3<ScalarType,false> operator - ( RayType const & p) const
{return Ray3<ScalarType,false> ( _ori-p.Origin(), _dir-p.Direction() );}
inline Ray3<ScalarType,false> operator * ( const ScalarType s ) const
{return Ray3<ScalarType,false> ( _ori*s, _dir*s );}
inline Ray3<ScalarType,false> operator / ( const ScalarType s ) const
{ScalarType s0=((ScalarType)1.0)/s; return RayType( _ori*s0, _dir*s0 );}
//@}
//@{
/** @name Automatic normalized to non-normalized
"Ray3dN r0 = r1" is equivalent to
"Ray3dN r0 = r1.Normalize()" if r1 is a Ray3d
**/
/// copy constructor that takes opposite beaviour
RayType (const Ray3<ScalarType,!NORM > &r)
{ Import(r); };
/// assignment
inline RayType & operator = ( Ray3<ScalarType,!NORM> const &r)
{ Import(r); return *this; };
//@}
}; // end class definition
typedef Ray3<short> Ray3s;

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@ -24,11 +24,10 @@
History
$Log: not supported by cvs2svn $
Revision 1.1 2004/03/08 19:46:47 tarini
First Version (tarini)
****************************************************************************/
@ -78,13 +77,13 @@ public:
Segment3() {};
/// The (a,b) constructor
SegmentType(const PointType &a, const PointType &b) { _p0=a; _p1=b; };
/// Operator to compare two bounding box
/// Operator to compare segments
inline bool operator == ( SegmentType const & p ) const
{ return _p0==p._p0 && _p1==p._p1; }
/// Operator to dispare two bounding box
/// Operator to dispare segments
inline bool operator != ( SegmentType const & p ) const
{ return _p0!=p._p0 || _p1!=p._p1; }
/// initializes the bounding box
/// initializes the segment with its extrema
void Set( const PointType &a, const PointType &b)
{ _p0=a; _p1=b;}
/// calculates the point of parameter t on the segment.
@ -101,20 +100,36 @@ public:
if (_p0[1]<_p1[1]) { t.min[1]=_p0[1];t.max[1]=_p1[1];} else { t.min[1]=_p1[1];t.max[1]=_p0[1];}
if (_p0[2]<_p1[2]) { t.min[2]=_p0[2];t.max[2]=_p1[2];} else { t.min[2]=_p1[2];t.max[2]=_p0[2];}
return t; }
/// return lenght
/// returns segment length
SegmentType &Length()
{ return (_p0 - _p1).Norm(); }
/// return squared lenght
/// return segment squared lenght
SegmentType &SquaredLength()
{ return (_p0 - _p1).SquaredNorm(); }
/// flips: a-b becomes b-a
void Flip()
{ PointType t=_p0; _p0=_p1; _p1=t; }
template <class Q>
/// importer for different line types
template <class Q>
inline void Import( const Segment3<Q> & b )
{ _p0.Import( b._p0); _p1.Import( b._p1);
{ _p0.Import( b.P0() ); _p1.Import( b.P1() );
}
/// copy constructor (builds a new segment importing an existing one)
template <class Q>
static SegmentType Construct( const Segment3<Q> & b )
{ return SegmentType(PointType::Construct(b.P0()), PointType::Construct(b.P1()));}
//@{
/** @name Linearity for 3d segments (operators +, -, *, /) **/
inline SegmentType operator + ( SegmentType const & p) const
{return SegmentType( _p0+p.P0(), _p1+p.P1() );}
inline SegmentType operator - ( SegmentType const & p) const
{return SegmentType( _p0-p.P0(), _p1-p.P1() );}
inline SegmentType operator * ( const ScalarType s ) const
{return SegmentType( _p0*s, _p1*s );}
inline SegmentType operator / ( const ScalarType s ) const
{ScalarType s0=((ScalarType)1.0)/s; return SegmentType( _p0*s0, _p1*s0 );}
//@}
}; // end class definition
@ -129,8 +144,9 @@ template <class ScalarType>
Point3<ScalarType> ClosestPoint( Segment3<ScalarType> s, const Point3<ScalarType> & p)
{
ScalarType t = s.Projection(p);
clamp (); if (s<0) s=0;
return r.P(t);
if (s<0) return s.P0();
if (s>1) return s.P0();
return s.P(t);
}
/*@}*/