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Edit File: ImathPlane.h
/////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2002-2012, Industrial Light & Magic, a division of Lucas // Digital Ltd. LLC // // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following disclaimer // in the documentation and/or other materials provided with the // distribution. // * Neither the name of Industrial Light & Magic nor the names of // its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // /////////////////////////////////////////////////////////////////////////// #ifndef INCLUDED_IMATHPLANE_H #define INCLUDED_IMATHPLANE_H //---------------------------------------------------------------------- // // template class Plane3 // // The Imath::Plane3<> class represents a half space, so the // normal may point either towards or away from origin. The // plane P can be represented by Imath::Plane3 as either p or -p // corresponding to the two half-spaces on either side of the // plane. Any function which computes a distance will return // either negative or positive values for the distance indicating // which half-space the point is in. Note that reflection, and // intersection functions will operate as expected. // //---------------------------------------------------------------------- #include "ImathVec.h" #include "ImathLine.h" #include "ImathNamespace.h" IMATH_INTERNAL_NAMESPACE_HEADER_ENTER template
class Plane3 { public: Vec3
normal; T distance; Plane3() {} Plane3(const Vec3
&normal, T distance); Plane3(const Vec3
&point, const Vec3
&normal); Plane3(const Vec3
&point1, const Vec3
&point2, const Vec3
&point3); //---------------------- // Various set methods //---------------------- void set(const Vec3
&normal, T distance); void set(const Vec3
&point, const Vec3
&normal); void set(const Vec3
&point1, const Vec3
&point2, const Vec3
&point3 ); //---------------------- // Utilities //---------------------- bool intersect(const Line3
&line, Vec3
&intersection) const; bool intersectT(const Line3
&line, T ¶meter) const; T distanceTo(const Vec3
&) const; Vec3
reflectPoint(const Vec3
&) const; Vec3
reflectVector(const Vec3
&) const; }; //-------------------- // Convenient typedefs //-------------------- typedef Plane3
Plane3f; typedef Plane3
Plane3d; //--------------- // Implementation //--------------- template
inline Plane3
::Plane3(const Vec3
&p0, const Vec3
&p1, const Vec3
&p2) { set(p0,p1,p2); } template
inline Plane3
::Plane3(const Vec3
&n, T d) { set(n, d); } template
inline Plane3
::Plane3(const Vec3
&p, const Vec3
&n) { set(p, n); } template
inline void Plane3
::set(const Vec3
& point1, const Vec3
& point2, const Vec3
& point3) { normal = (point2 - point1) % (point3 - point1); normal.normalize(); distance = normal ^ point1; } template
inline void Plane3
::set(const Vec3
& point, const Vec3
& n) { normal = n; normal.normalize(); distance = normal ^ point; } template
inline void Plane3
::set(const Vec3
& n, T d) { normal = n; normal.normalize(); distance = d; } template
inline T Plane3
::distanceTo(const Vec3
&point) const { return (point ^ normal) - distance; } template
inline Vec3
Plane3
::reflectPoint(const Vec3
&point) const { return normal * distanceTo(point) * -2.0 + point; } template
inline Vec3
Plane3
::reflectVector(const Vec3
&v) const { return normal * (normal ^ v) * 2.0 - v; } template
inline bool Plane3
::intersect(const Line3
& line, Vec3
& point) const { T d = normal ^ line.dir; if ( d == 0.0 ) return false; T t = - ((normal ^ line.pos) - distance) / d; point = line(t); return true; } template
inline bool Plane3
::intersectT(const Line3
& line, T &t) const { T d = normal ^ line.dir; if ( d == 0.0 ) return false; t = - ((normal ^ line.pos) - distance) / d; return true; } template
std::ostream &operator<< (std::ostream &o, const Plane3
&plane) { return o << "(" << plane.normal << ", " << plane.distance << ")"; } template
Plane3
operator* (const Plane3
&plane, const Matrix44
&M) { // T // -1 // Could also compute M but that would suck. // Vec3
dir1 = Vec3
(1, 0, 0) % plane.normal; T dir1Len = dir1 ^ dir1; Vec3
tmp = Vec3
(0, 1, 0) % plane.normal; T tmpLen = tmp ^ tmp; if (tmpLen > dir1Len) { dir1 = tmp; dir1Len = tmpLen; } tmp = Vec3
(0, 0, 1) % plane.normal; tmpLen = tmp ^ tmp; if (tmpLen > dir1Len) { dir1 = tmp; } Vec3
dir2 = dir1 % plane.normal; Vec3
point = plane.distance * plane.normal; return Plane3
( point * M, (point + dir2) * M, (point + dir1) * M ); } template
Plane3
operator- (const Plane3
&plane) { return Plane3
(-plane.normal,-plane.distance); } IMATH_INTERNAL_NAMESPACE_HEADER_EXIT #endif // INCLUDED_IMATHPLANE_H
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