Initial commit
This commit is contained in:
79
Torque/SDK/lib/maxsdk31/gutil.h
Normal file
79
Torque/SDK/lib/maxsdk31/gutil.h
Normal file
@@ -0,0 +1,79 @@
|
||||
/**********************************************************************
|
||||
*<
|
||||
FILE: gutil.h
|
||||
|
||||
DESCRIPTION: Geometric utility functions
|
||||
|
||||
CREATED BY: Dan Silva
|
||||
|
||||
HISTORY:
|
||||
|
||||
*> Copyright (c) 1994, All Rights Reserved.
|
||||
**********************************************************************/
|
||||
|
||||
#ifndef _GUTIL_H
|
||||
|
||||
#define _GUTIL_H
|
||||
|
||||
|
||||
//- BaryCoords-----------------------------------------------------
|
||||
// Given three points in space forming a triangle (p0,p1,p2),
|
||||
// and a fourth point in the plane of that triangle, returns the
|
||||
// barycentric coords of that point relative to the triangle.
|
||||
|
||||
DllExport Point3 BaryCoords(Point3 p0, Point3 p1, Point3 p2, Point3 p);
|
||||
|
||||
// Same thing in 2D
|
||||
DllExport Point3 BaryCoords(Point2 p0, Point2 p1, Point2 p2, Point2 p);
|
||||
|
||||
|
||||
|
||||
//--RayHitsBox--------------------------------------------------------
|
||||
// Returns true of the ray pierces the box
|
||||
|
||||
DllExport BOOL RayHitsBox(Ray &ray, Box3 &b);
|
||||
|
||||
|
||||
// DistPtToLine ---------------------------------------------------------
|
||||
// find distance of q from line p0->p1
|
||||
|
||||
DllExport float DistPtToLine(Point2 *p0, Point2 *p1, Point2 *q );
|
||||
|
||||
|
||||
// Dist3DPtToLine ---------------------------------------------------------
|
||||
// find distance of q from line p0->p1
|
||||
|
||||
DllExport float Dist3DPtToLine(Point3* p0, Point3* p1, Point3* q );
|
||||
|
||||
|
||||
//----------------------------------------------------------------------
|
||||
// Computing the 3 Bump basis vectors from the UVW's at the triangle.
|
||||
//
|
||||
// input:
|
||||
// tv: texture coordinates at 3 triangle vertices
|
||||
// v: coordinates of triangle vertices (usually in camera space)
|
||||
//
|
||||
// output:
|
||||
// bvec: the 3 bump basis vectors (normalized) corresponding to the U,V,and W axes.
|
||||
//
|
||||
DllExport void ComputeBumpVectors(const Point3 tv[3], const Point3 v[3], Point3 bvec[3]);
|
||||
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// Quick and dirty unit vector compression. Only accurate to 1 part in 512
|
||||
//
|
||||
ULONG DllExport CompressNormal(Point3 p);
|
||||
|
||||
Point3 DllExport DeCompressNormal(ULONG n);
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
// JH 10/05/98
|
||||
// Method to come up with an arbitray axis system given an "up" direction
|
||||
// Conforms to the AutoCAD algorithm
|
||||
void DllExport ArbAxis(const Point3& zAxis, Matrix3& matrix);
|
||||
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user