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create/src/Mod/Mesh/App/WildMagic4/Wm4DistVector3Triangle3.h
2011-10-10 13:44:52 +00:00

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2.1 KiB
C++

// Wild Magic Source Code
// David Eberly
// http://www.geometrictools.com
// Copyright (c) 1998-2007
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or (at
// your option) any later version. The license is available for reading at
// either of the locations:
// http://www.gnu.org/copyleft/lgpl.html
// http://www.geometrictools.com/License/WildMagicLicense.pdf
// The license applies to versions 0 through 4 of Wild Magic.
//
// Version: 4.0.0 (2006/06/28)
#ifndef WM4DISTVECTOR3TRIANGLE3_H
#define WM4DISTVECTOR3TRIANGLE3_H
#include "Wm4FoundationLIB.h"
#include "Wm4Distance.h"
#include "Wm4Triangle3.h"
namespace Wm4
{
template <class Real>
class WM4_FOUNDATION_ITEM DistVector3Triangle3
: public Distance<Real,Vector3<Real> >
{
public:
DistVector3Triangle3 (const Vector3<Real>& rkVector,
const Triangle3<Real>& rkTriangle);
// object access
const Vector3<Real>& GetVector () const;
const Triangle3<Real>& GetTriangle () const;
// static distance queries
virtual Real Get ();
virtual Real GetSquared ();
// function calculations for dynamic distance queries
virtual Real Get (Real fT, const Vector3<Real>& rkVelocity0,
const Vector3<Real>& rkVelocity1);
virtual Real GetSquared (Real fT, const Vector3<Real>& rkVelocity0,
const Vector3<Real>& rkVelocity1);
// Information about the closest triangle point.
Real GetTriangleBary (int i) const;
private:
using Distance<Real,Vector3<Real> >::m_kClosestPoint0;
using Distance<Real,Vector3<Real> >::m_kClosestPoint1;
const Vector3<Real>& m_rkVector;
const Triangle3<Real>& m_rkTriangle;
// Information about the closest triangle point.
Real m_afTriangleBary[3]; // closest1 = sum_{i=0}^2 bary[i]*tri.vertex[i]
};
typedef DistVector3Triangle3<float> DistVector3Triangle3f;
typedef DistVector3Triangle3<double> DistVector3Triangle3d;
}
#endif