Implement vector _projection_ functions.
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@@ -352,12 +352,16 @@ perpendicular(const SGVec3<T>& v)
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}
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}
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/// The euclidean norm of the vector, that is what most people call length
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/// Construct a unit vector in the given direction.
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/// or the zero vector if the input vector is zero.
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template<typename T>
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inline
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SGVec3<T>
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normalize(const SGVec3<T>& v)
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{ return (1/norm(v))*v; }
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{ T normv = norm(v);
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if (normv > 0.0) return (1/norm(v))*v;
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else return v;
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}
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/// Return true if exactly the same
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template<typename T>
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@@ -476,6 +480,15 @@ SGVec3d
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toVec3d(const SGVec3f& v)
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{ return SGVec3d(v(0), v(1), v(2)); }
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// calculate the projection of u along the direction of d.
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template<typename T>
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inline SGVec3<T> SGProjection(const SGVec3<T>& u, const SGVec3<T>& d)
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{
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T denom = dot(d, d);
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if (denom == 0.) return u;
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else return d * (dot(u,d) / denom);
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}
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#ifndef NO_OPENSCENEGRAPH_INTERFACE
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inline
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SGVec3d
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@@ -29,6 +29,20 @@
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#include "vector.hxx"
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// calculate the projection, p, of u along the direction of d.
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void sgProjection(sgVec3 p, const sgVec3 u, const sgVec3 d){
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double denom = sgScalarProductVec3(d,d);
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if (denom == 0.) sgCopyVec3(p, u);
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else sgScaleVec3(p, d, sgScalarProductVec3(u,d) / denom);
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}
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// Same thing, except using double precision
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void sgProjection(sgdVec3 p, const sgdVec3 u, const sgdVec3 d){
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double denom = sgdScalarProductVec3(d,d);
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if (denom == 0.) sgdCopyVec3(p, u);
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else sgdScaleVec3(p, d, sgdScalarProductVec3(u,d) / denom);
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}
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// Given a point p, and a line through p0 with direction vector d,
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// find the closest point (p1) on the line
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void sgClosestPointToLine( sgVec3 p1, const sgVec3 p, const sgVec3 p0,
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@@ -40,8 +54,7 @@ void sgClosestPointToLine( sgVec3 p1, const sgVec3 p, const sgVec3 p0,
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sgSubVec3(u, p, p0);
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// calculate the projection, u1, of u along d.
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// u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d;
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sgScaleVec3( u1, d, sgScalarProductVec3(u,d) / sgScalarProductVec3(d,d) );
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sgProjection(u1, u, d);
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// calculate the point p1 along the line that is closest to p
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// p0 = p1 + u1
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@@ -60,12 +73,7 @@ void sgdClosestPointToLine( sgdVec3 p1, const sgdVec3 p, const sgdVec3 p0,
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sgdSubVec3(u, p, p0);
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// calculate the projection, u1, of u along d.
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// u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d;
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double ud = sgdScalarProductVec3(u, d);
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double dd = sgdScalarProductVec3(d, d);
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double tmp = ud / dd;
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sgdScaleVec3(u1, d, tmp);;
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sgProjection(u1, u, d);
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// calculate the point p1 along the line that is closest to p
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// p0 = p1 + u1
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@@ -84,8 +92,7 @@ double sgClosestPointToLineDistSquared( const sgVec3 p, const sgVec3 p0,
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sgSubVec3(u, p, p0);
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// calculate the projection, u1, of u along d.
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// u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d;
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sgScaleVec3( u1, d, sgScalarProductVec3(u,d) / sgScalarProductVec3(d,d) );
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sgProjection(u1, u, d);
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// v = u - u1 = vector from closest point on line, p1, to the
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// original point, p.
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@@ -106,12 +113,7 @@ double sgdClosestPointToLineDistSquared( const sgdVec3 p, const sgdVec3 p0,
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sgdSubVec3(u, p, p0);
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// calculate the projection, u1, of u along d.
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// u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d;
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double ud = sgdScalarProductVec3(u, d);
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double dd = sgdScalarProductVec3(d, d);
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double tmp = ud / dd;
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sgdScaleVec3(u1, d, tmp);;
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sgProjection(u1, u, d);
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// v = u - u1 = vector from closest point on line, p1, to the
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// original point, p.
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@@ -38,7 +38,17 @@
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/**
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* Map a vector onto a plane.
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* calculate the projection, p, of u along the direction of d.
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* @param p (out) the projection
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* @param u (in) the vector to be projected
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* @param d (in) the direction onto which we project
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*/
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void sgProjection(sgVec3 p, const sgVec3 u, const sgVec3 d);
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void sgProjection(sgdVec3 p, const sgdVec3 u, const sgdVec3 d);
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/**
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* Map i.e. project a vector onto a plane.
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* @param normal (in) normal vector for the plane
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* @param v0 (in) a point on the plane
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* @param vec (in) the vector to map onto the plane
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