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#include "utility.h"
#include <cmath>
#include <QDebug>
// utility usually used
// 4d poly cutting
// hsv rgb converting
// vector operations
bool cut(double time, vec4 p, vec4 q, double &r, double &g, double &b)
{
if(p[3] > q[3]) { vec4 tmp = p; p = q; q = tmp; }
if(p[3] < time + 1e-6 && time < q[3] + 1e-6)
{
double wp = q[3] - time;
double wq = time - p[3];
r = (p[0] * wp + q[0] * wq) / (wp + wq);
g = (p[1] * wp + q[1] * wq) / (wp + wq);
b = (p[2] * wp + q[2] * wq) / (wp + wq);
return true;
}
else
{
return false;
}
}
void RGBtoHSV(double src_r, double src_g, double src_b,
double &dst_h, double &dst_s, double &dst_v)
{
float r = src_r;
float g = src_g;
float b = src_b;
float h, s, v; // h:0-360.0, s:0.0-1.0, v:0.0-1.0
float max = 0; // std::max(std::max(r, g), b);
float min = 0; // std::max(std::max(r, g), b);
if(r > max) max = r;
if(g > max) max = g;
if(b > max) max = b;
if(r < min) min = r;
if(g < min) min = g;
if(b < min) min = b;
v = max;
if (max == 0.0f) {
s = 0;
h = 0;
}
else if (max - min == 0.0f) {
s = 0;
h = 0;
}
else {
s = (max - min) / max;
if (max == r) {
h = 60 * ((g - b) / (max - min)) + 0;
}
else if (max == g) {
h = 60 * ((b - r) / (max - min)) + 120;
}
else {
h = 60 * ((r - g) / (max - min)) + 240;
}
}
if (h < 0) h += 360.0f;
dst_h = (h); // dst_h : 0-360
dst_s = (s); // dst_s : 0-255
dst_v = (v); // dst_v : 0-255
}
void cross(double x1, double y1, double z1, double x2, double y2, double z2, double &x, double &y, double &z)
{
x = y1 * z2 - z1 * y2;
y = z1 * x2 - x1 * z2;
z = x1 * y2 - y1 * x2;
}
double norm2(double x, double y, double z)
{
return x * x + y * y + z * z;
}
double angle(double x1, double y1, double z1, double x2, double y2, double z2)
{
double norm2_1 = norm2(x1, y1, z1);
double norm2_2 = norm2(x2, y2, z2);
if(norm2_1 < 1e-6 || norm2_2 < 1e-6) return 0;
double c = (x1 * x2 + y1 * y2 + z1 * z2) / mysqrt(norm2_1 * norm2_2);
if(c > 1) c = 1;
if(c < -1) c = -1;
return myacos(c);
}
double dot(double x1, double y1, double z1, double x2, double y2, double z2)
{
return x1 * x2 + y1 * y2 + z1 * z2;
}
myfloat3::myfloat3(float _x, float _y, float _z) : x(_x), y(_y), z(_z)
{
}
myfloat3::myfloat3() : x(0.f), y(0.f), z(0.f)
{
}
const float myfloat3::norm2() const
{
return x * x + y * y + z * z;
}
const float myfloat3::norm() const
{
float ans = x * x + y * y + z * z;
if(ans < 0) ans = 0;
return sqrtf(ans);
}
float myfloat3::dot(myfloat3 another)
{
return x * another.x + y * another.y + z * another.z;
}
myfloat3 myfloat3::cross(myfloat3 another)
{
const float &x_ = another.x;
const float &y_ = another.y;
const float &z_ = another.z;
return myfloat3(
y * z_ - z * y_,
z * x_ - x * z_,
x * y_ - y * x_
);
}
const myfloat3 myfloat3::operator +(const myfloat3 another) const
{
const float &x_ = another.x;
const float &y_ = another.y;
const float &z_ = another.z;
return myfloat3(x + x_, y + y_, z + z_);
}
const myfloat3 myfloat3::operator -(const myfloat3 another) const
{
const float &x_ = another.x;
const float &y_ = another.y;
const float &z_ = another.z;
return myfloat3(x - x_, y - y_, z - z_);
}
const myfloat3 myfloat3::operator *(float k) const
{
return myfloat3(x * k, y * k, z * k);
}
const myfloat3 myfloat3::operator /(float k) const
{
k = 1.f / k;
return myfloat3(x * k, y * k, z * k);
}
float myfloat3::getX() const
{
return x;
}
float myfloat3::getY() const
{
return y;
}
float myfloat3::getZ() const
{
return z;
}
float dot(myfloat3 x, myfloat3 y)
{
return x.dot(y);
}
myfloat3 cross(myfloat3 x, myfloat3 y)
{
return x.cross(y);
}
QDebug operator<<(QDebug debug, const myfloat3 &c)
{
QDebugStateSaver saver(debug);
debug.nospace() << '(' << c.getX() << ", " << c.getY() << ", " << c.getZ() << ')';
return debug;
}
//Yili Wang's code
vec3 closesPointOnTriangle(const vec3 *triangle, const vec3 &sourcePosition)
{
vec3 edge0 = triangle[1] - triangle[0];
vec3 edge1 = triangle[2] - triangle[0];
vec3 v0 = triangle[0] - sourcePosition;
float a = dot(edge0, edge0);
float b = dot(edge0, edge1);
float c = dot(edge1, edge1);
float d = dot(edge0, v0);
float e = dot(edge1, v0);
float det = a*c - b*b;
float s = b*e - c*d;
float t = b*d - a*e;
if (s + t < det)
{
if (s < 0.f)
{
if (t < 0.f)
{
if (d < 0.f)
{
s = my_util::clamp(-d / a, 0.f, 1.f);
t = 0.f;
}
else
{
s = 0.f;
t = my_util::clamp(-e / c, 0.f, 1.f);
}
}
else
{
s = 0.f;
t = my_util::clamp(-e / c, 0.f, 1.f);
}
}
else if (t < 0.f)
{
s = my_util::clamp(-d / a, 0.f, 1.f);
t = 0.f;
}
else
{
float invDet = 1.f / det;
s *= invDet;
t *= invDet;
}
}
else
{
if (s < 0.f)
{
float tmp0 = b + d;
float tmp1 = c + e;
if (tmp1 > tmp0)
{
float numer = tmp1 - tmp0;
float denom = a - 2 * b + c;
s = my_util::clamp(numer / denom, 0.f, 1.f);
t = 1 - s;
}
else
{
t = my_util::clamp(-e / c, 0.f, 1.f);
s = 0.f;
}
}
else if (t < 0.f)
{
if (a + d > b + e)
{
float numer = c + e - b - d;
float denom = a - 2 * b + c;
s = my_util::clamp(numer / denom, 0.f, 1.f);
t = 1 - s;
}
else
{
s = my_util::clamp(-e / c, 0.f, 1.f);
t = 0.f;
}
}
else
{
float numer = c + e - b - d;
float denom = a - 2 * b + c;
s = my_util::clamp(numer / denom, 0.f, 1.f);
t = 1.f - s;
}
}
return triangle[0] + s * edge0 + t * edge1;
}
float myasin(float x)
{
if(x > 1) x = 1;
if(x < -1) x = -1;
return asin(x);
}
float myacos(float x)
{
if(x > 1) x = 1;
if(x < -1) x = -1;
return acos(x);
}
float mysqrt(float x)
{
if(x < 0) x = 0;
return sqrt(x);
}
float mylog(float x)
{
if(x < 0) x = 0;
return log(x);
}
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