+++ /dev/null
-///////////////////////////////////////////////////////////////////////////
-//
-// Copyright (c) 2002, 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_IMATHVECALGO_H
-#define INCLUDED_IMATHVECALGO_H
-
-//-------------------------------------------------------------------------
-//
-// This file contains algorithms applied to or in conjunction
-// with points (Imath::Vec2 and Imath::Vec3).
-// The assumption made is that these functions are called much
-// less often than the basic point functions or these functions
-// require more support classes.
-//
-//-------------------------------------------------------------------------
-
-#include "ImathVec.h"
-#include "ImathLimits.h"
-
-namespace Imath {
-
-
-//--------------------------------------------------------------
-// Find the projection of vector t onto vector s (Vec2 and Vec3)
-//--------------------------------------------------------------
-
-template <class Vec> Vec project (const Vec &s, const Vec &t);
-
-
-//----------------------------------------------
-// Find a vector which is perpendicular to s and
-// in the same plane as s and t (Vec2 and Vec3)
-//----------------------------------------------
-
-template <class Vec> Vec orthogonal (const Vec &s, const Vec &t);
-
-
-//-----------------------------------------------
-// Find the direction of a ray s after reflection
-// off a plane with normal t (Vec2 and Vec3)
-//-----------------------------------------------
-
-template <class Vec> Vec reflect (const Vec &s, const Vec &t);
-
-
-//----------------------------------------------------------------------
-// Find the vertex of triangle (v0, v1, v2), which is closest to point p
-// (Vec2 and Vec3).
-//----------------------------------------------------------------------
-
-template <class Vec> Vec closestVertex (const Vec &v0,
- const Vec &v1,
- const Vec &v2,
- const Vec &p);
-
-//---------------
-// Implementation
-//---------------
-
-template <class Vec>
-Vec
-project (const Vec &s, const Vec &t)
-{
- Vec sNormalized = s.normalized();
- return sNormalized * (sNormalized ^ t);
-}
-
-template <class Vec>
-Vec
-orthogonal (const Vec &s, const Vec &t)
-{
- return t - project (s, t);
-}
-
-template <class Vec>
-Vec
-reflect (const Vec &s, const Vec &t)
-{
- return s - typename Vec::BaseType(2) * (s - project(t, s));
-}
-
-template <class Vec>
-Vec
-closestVertex(const Vec &v0,
- const Vec &v1,
- const Vec &v2,
- const Vec &p)
-{
- Vec nearest = v0;
- typename Vec::BaseType neardot = (v0 - p).length2();
- typename Vec::BaseType tmp = (v1 - p).length2();
-
- if (tmp < neardot)
- {
- neardot = tmp;
- nearest = v1;
- }
-
- tmp = (v2 - p).length2();
-
- if (tmp < neardot)
- {
- neardot = tmp;
- nearest = v2;
- }
-
- return nearest;
-}
-
-
-} // namespace Imath
-
-#endif