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Diffstat (limited to 'libraries/ode-0.9/OPCODE/Ice/IceRay.cpp')
-rw-r--r-- | libraries/ode-0.9/OPCODE/Ice/IceRay.cpp | 84 |
1 files changed, 0 insertions, 84 deletions
diff --git a/libraries/ode-0.9/OPCODE/Ice/IceRay.cpp b/libraries/ode-0.9/OPCODE/Ice/IceRay.cpp deleted file mode 100644 index 6cf0330..0000000 --- a/libraries/ode-0.9/OPCODE/Ice/IceRay.cpp +++ /dev/null | |||
@@ -1,84 +0,0 @@ | |||
1 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
2 | /** | ||
3 | * Contains code for rays. | ||
4 | * \file IceRay.cpp | ||
5 | * \author Pierre Terdiman | ||
6 | * \date April, 4, 2000 | ||
7 | */ | ||
8 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
9 | |||
10 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
11 | /** | ||
12 | * Ray class. | ||
13 | * A ray is a half-line P(t) = mOrig + mDir * t, with 0 <= t <= +infinity | ||
14 | * \class Ray | ||
15 | * \author Pierre Terdiman | ||
16 | * \version 1.0 | ||
17 | */ | ||
18 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
19 | |||
20 | /* | ||
21 | O = Origin = impact point | ||
22 | i = normalized vector along the x axis | ||
23 | j = normalized vector along the y axis = actually the normal vector in O | ||
24 | D = Direction vector, norm |D| = 1 | ||
25 | N = Projection of D on y axis, norm |N| = normal reaction | ||
26 | T = Projection of D on x axis, norm |T| = tangential reaction | ||
27 | R = Reflexion vector | ||
28 | |||
29 | ^y | ||
30 | | | ||
31 | | | ||
32 | | | ||
33 | _ _ _| _ _ _ | ||
34 | * * *| | ||
35 | \ | / | ||
36 | \ |N / | | ||
37 | R\ | /D | ||
38 | \ | / | | ||
39 | \ | / | ||
40 | _________\|/______*_______>x | ||
41 | O T | ||
42 | |||
43 | Let define theta = angle between D and N. Then cos(theta) = |N| / |D| = |N| since D is normalized. | ||
44 | |||
45 | j|D = |j|*|D|*cos(theta) => |N| = j|D | ||
46 | |||
47 | Then we simply have: | ||
48 | |||
49 | D = N + T | ||
50 | |||
51 | To compute tangential reaction : | ||
52 | |||
53 | T = D - N | ||
54 | |||
55 | To compute reflexion vector : | ||
56 | |||
57 | R = N - T = N - (D-N) = 2*N - D | ||
58 | */ | ||
59 | |||
60 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
61 | // Precompiled Header | ||
62 | #include "Stdafx.h" | ||
63 | |||
64 | using namespace IceMaths; | ||
65 | |||
66 | float Ray::SquareDistance(const Point& point, float* t) const | ||
67 | { | ||
68 | Point Diff = point - mOrig; | ||
69 | float fT = Diff | mDir; | ||
70 | |||
71 | if(fT<=0.0f) | ||
72 | { | ||
73 | fT = 0.0f; | ||
74 | } | ||
75 | else | ||
76 | { | ||
77 | fT /= mDir.SquareMagnitude(); | ||
78 | Diff -= fT*mDir; | ||
79 | } | ||
80 | |||
81 | if(t) *t = fT; | ||
82 | |||
83 | return Diff.SquareMagnitude(); | ||
84 | } | ||