159 lines
5.4 KiB
C++
159 lines
5.4 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#ifndef VCG_PLANE3_H
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#define VCG_PLANE3_H
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#include <vcg/space/point3.h>
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namespace vcg {
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/** \addtogroup space */
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/*@{*/
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/**
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Templated class for 2D planes in 3D spaces.
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This is the class for infinite planes in 3D space. A Plane is stored just as a Point3 and a scalar:
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* a direction (not necessarily normalized),
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* an offset from the origin
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Just to be clear, given a point P on a plane it always holds:
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plane.Direction().dot(P) == plane.Offset()
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@param T (template parameter) Specifies the type of scalar used to represent coords.
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@param NORM: if on, the direction is always Normalized
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*/
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template <class T, bool NORM=true> class Plane3 {
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public:
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typedef T ScalarType;
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typedef Point3<T> PointType;
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private:
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/// Distance
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ScalarType _offset;
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///Direction (not necessarily normalized unless NORM is true)
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PointType _dir;
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public:
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//@{
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/** @name Constructors
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**/
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/// The empty constructor
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Plane3() {}
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/// The (distance, direction) constructor
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Plane3(const ScalarType &dist, const PointType &dir) { Set(dist, dir); }
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template <class Q>
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inline void Import( const Plane3<Q,false> & b )
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{
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_offset = ScalarType(b.Offset());
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_dir = Point3<T>::Construct(b.Direction());
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}
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//@{
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/** @name Members to access the distance or direction
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Direction() cannot be assigned directly.
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Use SetDirection() or Set() instead. This is mandatory to make possible the automatic autonormalization template mechanism.
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Note that if you have to set both direction and offset it can be more efficient to set them toghether
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**/
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const ScalarType &Offset() const { return _offset; }
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ScalarType &Offset() { return _offset; }
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/// sets the origin
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void SetOffset( const ScalarType &o ) { _offset=o; }
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const PointType &Direction() const { return _dir; }
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/// sets the direction
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void SetDirection( const PointType & dir) {
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_dir=dir;
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if (NORM) _dir.Normalize();
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}
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/// sets origin and direction.
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void Set( const ScalarType & off, const PointType & dir ) {
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if (NORM) {
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const ScalarType normFactor = dir.Norm();
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this->_dir = dir / normFactor;
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this->_offset = off / normFactor;
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}
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else {
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this->_offset = off;
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this->_dir = dir;
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}
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}
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void Set( const PointType & dir, const ScalarType & off) {Set(off,dir);}
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/// Operator to compare two lines
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bool operator==(Plane3 const &p) const {
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return _offset == p._offset && _dir == p._dir;
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}
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/// Operator to dispare two lines
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bool operator!=(Plane3 const &p) const {
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return _offset != p._offset || _dir != p._dir;
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}
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///Project a point on the plane
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PointType Projection(const PointType &p) const {
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ScalarType k = p.dot(_dir) - _offset;
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return p - _dir * k;
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}
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/// Function to normalize direction
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void Normalize() {
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_dir.Normalize();
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}
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/// Calculates the plane passing through three points (Rename this method)
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void Init(const PointType &p0, const PointType &p1, const PointType &p2) {
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_dir = (p2 - p0) ^ (p1 - p0);
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if(NORM) Normalize();
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_offset = p0.dot(_dir);
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}
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/// Calculates the plane passing through a point and the normal (Rename this method
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inline void Init(const PointType &p0, const PointType &norm) {
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_dir = norm;
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if(NORM) Normalize();
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_offset = p0.dot(_dir);
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}
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}; // end class Plane3
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typedef Plane3<float> Plane3f;
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typedef Plane3<double> Plane3d;
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///Distance plane - point and vv. (Move these function to somewhere else)
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template<class T> T SignedDistancePlanePoint(const Plane3<T,true> & plane, const Point3<T> & point)
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{
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return plane.Direction().dot(point) - plane.Offset();
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}
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template<class T> T SignedDistancePointPlane(const Point3<T> & point, const Plane3<T,true> & plane)
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{
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return SignedDistancePlanePoint(plane, point);
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}
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} // end namespace
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#endif
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