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C++ vec3f::dist2方法代码示例

本文整理汇总了C++中vec3f::dist2方法的典型用法代码示例。如果您正苦于以下问题:C++ vec3f::dist2方法的具体用法?C++ vec3f::dist2怎么用?C++ vec3f::dist2使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在vec3f的用法示例。


在下文中一共展示了vec3f::dist2方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: NearestPointInTriangle

                // Given a point and a triangle (defined by three points), compute the closest point
                // in the triangle.  Clamp the point so it's confined to the area of the triangle.
                vec3f NearestPointInTriangle(const vec3f &point, const vec3f &triangle0,
                                                                         const vec3f &triangle1,	const vec3f &triangle2)
                {
                        vec3f zeroVector(0, 0, 0);
                        vec3f nearestPoint;

                        vec3f lineDelta0 = triangle1 - triangle0;
                        vec3f lineDelta1 = triangle2 - triangle0;

                        // Handle degenerate triangles
                        if ( (lineDelta0 == zeroVector) || (lineDelta1 == zeroVector) )
                        {
                                nearestPoint = NearestPointInLineSegment(point, triangle1, triangle2);
                        }
                        else if ( lineDelta0 == lineDelta1 )
                        {
                                nearestPoint = NearestPointInLineSegment(point, triangle0, triangle1);
                        }
                        else
                        {
                                static vec3f axis[3];
                                axis[0] = NearestPointInLine(triangle0, triangle1, triangle2);
                                axis[1] = NearestPointInLine(triangle1, triangle0, triangle2);
                                axis[2] = NearestPointInLine(triangle2, triangle0, triangle1);

                                float axisDot[3];
                                axisDot[0] = (triangle0-axis[0]).dot(point-axis[0]);
                                axisDot[1] = (triangle1-axis[1]).dot(point-axis[1]);
                                axisDot[2] = (triangle2-axis[2]).dot(point-axis[2]);

                                bool bForce = true;
                                float bestMagnitude2 = 0;
                                float closeMagnitude2;
                                vec3f closePoint;

                                if ( axisDot[0] < 0 )
                                {
                                        closePoint = NearestPointInLineSegment(point, triangle1, triangle2);
                                        closeMagnitude2 = point.dist2(closePoint);
                                        if ( bForce || (bestMagnitude2 > closeMagnitude2) )
                                        {
                                                bForce         = false;
                                                bestMagnitude2 = closeMagnitude2;
                                                nearestPoint   = closePoint;
                                        }
                                }
                                if ( axisDot[1] < 0 )
                                {
                                        closePoint = NearestPointInLineSegment(point, triangle0, triangle2);
                                        closeMagnitude2 = point.dist2(closePoint);
                                        if ( bForce || (bestMagnitude2 > closeMagnitude2) )
                                        {
                                                bForce         = false;
                                                bestMagnitude2 = closeMagnitude2;
                                                nearestPoint   = closePoint;
                                        }
                                }
                                if ( axisDot[2] < 0 )
                                {
                                        closePoint = NearestPointInLineSegment(point, triangle0, triangle1);
                                        closeMagnitude2 = point.dist2(closePoint);
                                        if ( bForce || (bestMagnitude2 > closeMagnitude2) )
                                        {
                                                bForce         = false;
                                                bestMagnitude2 = closeMagnitude2;
                                                nearestPoint   = closePoint;
                                        }
                                }

                                // If bForce is true at this point, it means the nearest point lies
                                // inside the triangle; use the nearest-point-on-a-plane equation
                                if ( bForce )
                                {
                                        vec3f normal;

                                        // Get the normal of the polygon (doesn't have to be a unit vector)
                                        normal.cross(lineDelta0, lineDelta1);

                                        vec3f pointDelta = point - triangle0;
                                        float delta = normal.dot(pointDelta) / normal.dot(normal);

                                        nearestPoint = point - delta*normal;
                                }
                        }
                        return nearestPoint;
                }
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