File: Wm5DistRay3Ray3.cpp

package info (click to toggle)
libwildmagic 5.17%2Bcleaned1-6
  • links: PTS, VCS
  • area: main
  • in suites: bookworm, bullseye
  • size: 90,112 kB
  • sloc: cpp: 215,940; csh: 637; sh: 91; makefile: 39
file content (220 lines) | stat: -rw-r--r-- 6,737 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.1 (2010/10/01)

#include "Wm5MathematicsPCH.h"
#include "Wm5DistRay3Ray3.h"

namespace Wm5
{
//----------------------------------------------------------------------------
template <typename Real>
DistRay3Ray3<Real>::DistRay3Ray3 (const Ray3<Real>& ray0,
    const Ray3<Real>& ray1)
    :
    mRay0(&ray0),
    mRay1(&ray1)
{
}
//----------------------------------------------------------------------------
template <typename Real>
const Ray3<Real>& DistRay3Ray3<Real>::GetRay0 () const
{
    return *mRay0;
}
//----------------------------------------------------------------------------
template <typename Real>
const Ray3<Real>& DistRay3Ray3<Real>::GetRay1 () const
{
    return *mRay1;
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistRay3Ray3<Real>::Get ()
{
    return Math<Real>::Sqrt(GetSquared());
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistRay3Ray3<Real>::GetSquared ()
{
    Vector3<Real> diff = mRay0->Origin - mRay1->Origin;
    Real a01 = -mRay0->Direction.Dot(mRay1->Direction);
    Real b0 = diff.Dot(mRay0->Direction);
    Real c = diff.SquaredLength();
    Real det = Math<Real>::FAbs((Real)1 - a01*a01);
    Real b1, s0, s1, sqrDist;

    if (det >= Math<Real>::ZERO_TOLERANCE)
    {
        // Rays are not parallel.
        b1 = -diff.Dot(mRay1->Direction);
        s0 = a01*b1 - b0;
        s1 = a01*b0 - b1;

        if (s0 >= (Real)0)
        {
            if (s1 >= (Real)0)  // region 0 (interior)
            {
                // Minimum at two interior points of rays.
                Real invDet = ((Real)1)/det;
                s0 *= invDet;
                s1 *= invDet;
                sqrDist = s0*(s0 + a01*s1 + ((Real)2)*b0) +
                    s1*(a01*s0 + s1 + ((Real)2)*b1) + c;
            }
            else  // region 3 (side)
            {
                s1 = (Real)0;
                if (b0 >= (Real)0)
                {
                    s0 = (Real)0;
                    sqrDist = c;
                }
                else
                {
                    s0 = -b0;
                    sqrDist = b0*s0 + c;
                }
            }
        }
        else
        {
            if (s1 >= (Real)0)  // region 1 (side)
            {
                s0 = (Real)0;
                if (b1 >= (Real)0)
                {
                    s1 = (Real)0;
                    sqrDist = c;
                }
                else
                {
                    s1 = -b1;
                    sqrDist = b1*s1 + c;
                }
            }
            else  // region 2 (corner)
            {
                if (b0 < (Real)0)
                {
                    s0 = -b0;
                    s1 = (Real)0;
                    sqrDist = b0*s0 + c;
                }
                else
                {
                    s0 = (Real)0;
                    if (b1 >= (Real)0)
                    {
                        s1 = (Real)0;
                        sqrDist = c;
                    }
                    else
                    {
                        s1 = -b1;
                        sqrDist = b1*s1 + c;
                    }
                }
            }
        }
    }
    else
    {
        // Rays are parallel.
        if (a01 > (Real)0)
        {
            // Opposite direction vectors.
            s1 = (Real)0;
            if (b0 >= (Real)0)
            {
                s0 = (Real)0;
                sqrDist = c;
            }
            else
            {
                s0 = -b0;
                sqrDist = b0*s0 + c;
            }
        }
        else
        {
            // Same direction vectors.
            if (b0 >= (Real)0)
            {
                b1 = -diff.Dot(mRay1->Direction);
                s0 = (Real)0;
                s1 = -b1;
                sqrDist = b1*s1 + c;
            }
            else
            {
                s0 = -b0;
                s1 = (Real)0;
                sqrDist = b0*s0 + c;
            }
        }
    }

    mClosestPoint0 = mRay0->Origin + s0*mRay0->Direction;
    mClosestPoint1 = mRay1->Origin + s1*mRay1->Direction;
    mRay0Parameter = s0;
    mRay1Parameter = s1;

    // Account for numerical round-off errors.
    if (sqrDist < (Real)0)
    {
        sqrDist = (Real)0;
    }
    return sqrDist;
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistRay3Ray3<Real>::Get (Real t, const Vector3<Real>& velocity0,
    const Vector3<Real>& velocity1)
{
    Vector3<Real> movedOrigin0 = mRay0->Origin + t*velocity0;
    Vector3<Real> movedOrigin1 = mRay1->Origin + t*velocity1;
    Ray3<Real> movedRay0(movedOrigin0, mRay0->Direction);
    Ray3<Real> movedRay1(movedOrigin1, mRay1->Direction);
    return DistRay3Ray3<Real>(movedRay0, movedRay1).Get();
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistRay3Ray3<Real>::GetSquared (Real t,
    const Vector3<Real>& velocity0, const Vector3<Real>& velocity1)
{
    Vector3<Real> movedOrigin0 = mRay0->Origin + t*velocity0;
    Vector3<Real> movedOrigin1 = mRay1->Origin + t*velocity1;
    Ray3<Real> movedRay0(movedOrigin0, mRay0->Direction);
    Ray3<Real> movedRay1(movedOrigin1, mRay1->Direction);
    return DistRay3Ray3<Real>(movedRay0, movedRay1).GetSquared();
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistRay3Ray3<Real>::GetRay0Parameter () const
{
    return mRay0Parameter;
}
//----------------------------------------------------------------------------
template <typename Real>
Real DistRay3Ray3<Real>::GetRay1Parameter () const
{
    return mRay1Parameter;
}
//----------------------------------------------------------------------------

//----------------------------------------------------------------------------
// Explicit instantiation.
//----------------------------------------------------------------------------
template WM5_MATHEMATICS_ITEM
class DistRay3Ray3<float>;

template WM5_MATHEMATICS_ITEM
class DistRay3Ray3<double>;
//----------------------------------------------------------------------------
}