亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频

? 歡迎來到蟲蟲下載站! | ?? 資源下載 ?? 資源專輯 ?? 關(guān)于我們
? 蟲蟲下載站

?? ray.h.svn-base

?? 絲路server源碼 Silk Road server source
?? SVN-BASE
字號:
/**
 @file Ray.h
 
 Ray class
 
 @maintainer Morgan McGuire, matrix@graphics3d.com
 
 @created 2002-07-12
 @edited  2006-02-21
 */

#ifndef G3D_RAY_H
#define G3D_RAY_H

#include "G3D/platform.h"
#include "G3D/Vector3.h"
#include "G3D/Triangle.h"

namespace G3D {

/**
 A 3D Ray.
 */
class Ray {
private:
    Ray(const Vector3& origin, const Vector3& direction) {
        this->origin    = origin;
        this->direction = direction;
    }

public:
    Vector3         origin;

    /**
     Not unit length
     */
    Vector3         direction;

    Ray() : origin(Vector3::zero()), direction(Vector3::zero()) {}

    virtual ~Ray() {}

    /**
     Creates a Ray from a origin and a (nonzero) direction.
     */
    static Ray fromOriginAndDirection(const Vector3& point, const Vector3& direction) {
        return Ray(point, direction);
    }

    Ray unit() const {
        return Ray(origin, direction.unit());
    }

    /**
     Returns the closest point on the Ray to point.
     */
    Vector3 closestPoint(const Vector3& point) const {
        float t = direction.dot(point - this->origin);
        if (t < 0) {
            return this->origin;
        } else {
            return this->origin + direction * t;
        }
    }

    /**
     Returns the closest distance between point and the Ray
     */
    float distance(const Vector3& point) const {
        return (closestPoint(point) - point).magnitude();
    }

    /**
     Returns the point where the Ray and plane intersect.  If there
     is no intersection, returns a point at infinity.

      Planes are considered one-sided, so the ray will not intersect
      a plane where the normal faces in the traveling direction.
    */
    Vector3 intersection(const class Plane& plane) const;

    /**
     Returns the distance until intersection with the (solid) sphere.
     Will be 0 if inside the sphere, inf if there is no intersection.

     The ray direction is <B>not</B> normalized.  If the ray direction
     has unit length, the distance from the origin to intersection
     is equal to the time.  If the direction does not have unit length,
     the distance = time * direction.length().

     See also the G3D::CollisionDetection "movingPoint" methods,
     which give more information about the intersection.
     */
    float intersectionTime(const class Sphere& sphere) const;

    float intersectionTime(const class Plane& plane) const;

    float intersectionTime(const class Box& box) const;

    float intersectionTime(const class AABox& box) const;

    /**
     The three extra arguments are the weights of vertices 0, 1, and 2
     at the intersection point; they are useful for texture mapping
     and interpolated normals.
     */
    float intersectionTime(
        const Vector3& v0, const Vector3& v1, const Vector3& v2,
        const Vector3& edge01, const Vector3& edge02,
        double& w0, double& w1, double& w2) const;

     /**
     Ray-triangle intersection for a 1-sided triangle.  Fastest version.
       @cite http://www.acm.org/jgt/papers/MollerTrumbore97/
       http://www.graphics.cornell.edu/pubs/1997/MT97.html
     */
    inline float intersectionTime(
        const Vector3& vert0,
        const Vector3& vert1,
        const Vector3& vert2,
        const Vector3& edge01,
        const Vector3& edge02) const;


    inline float intersectionTime(
        const Vector3& vert0,
        const Vector3& vert1,
        const Vector3& vert2) const {

        return intersectionTime(vert0, vert1, vert2, vert1 - vert0, vert2 - vert0);
    }


    inline float intersectionTime(
        const Vector3&  vert0,
        const Vector3&  vert1,
        const Vector3&  vert2,
        double&         w0,
        double&         w1,
        double&         w2) const {

        return intersectionTime(vert0, vert1, vert2, vert1 - vert0, vert2 - vert0, w0, w1, w2);
    }

    /* One-sided triangle 
       */
    inline float intersectionTime(const Triangle& triangle) const {
        return intersectionTime(
            triangle.vertex(0), triangle.vertex(1), triangle.vertex(2),
            triangle.edge01, triangle.edge02);
    }

    inline float intersectionTime(
        const Triangle& triangle,
        double&         w0,
        double&         w1,
        double&         w2) const {
        return intersectionTime(triangle.vertex(0), triangle.vertex(1), triangle.vertex(2),
            triangle.edge01, triangle.edge02, w0, w1, w2);
    }

    /** Refracts about the normal
        using G3D::Vector3::refractionDirection
        and bumps the ray slightly from the newOrigin. */
    Ray refract(
        const Vector3&  newOrigin,
        const Vector3&  normal,
        float           iInside,
        float           iOutside) const;

    /** Reflects about the normal
        using G3D::Vector3::reflectionDirection
        and bumps the ray slightly from
        the newOrigin. */
    Ray reflect(
        const Vector3&  newOrigin,
        const Vector3&  normal) const;
};


#define EPSILON 0.000001
#define CROSS(dest,v1,v2) \
          dest[0]=v1[1]*v2[2]-v1[2]*v2[1]; \
          dest[1]=v1[2]*v2[0]-v1[0]*v2[2]; \
          dest[2]=v1[0]*v2[1]-v1[1]*v2[0];

#define DOT(v1,v2) (v1[0]*v2[0]+v1[1]*v2[1]+v1[2]*v2[2])

#define SUB(dest,v1,v2) \
          dest[0]=v1[0]-v2[0]; \
          dest[1]=v1[1]-v2[1]; \
          dest[2]=v1[2]-v2[2]; 

inline float Ray::intersectionTime(
    const Vector3& vert0,
    const Vector3& vert1,
    const Vector3& vert2,
    const Vector3& edge1,
    const Vector3& edge2) const {

    (void)vert1;
    (void)vert2;

    // Barycenteric coords
    float u, v;

    float tvec[3], pvec[3], qvec[3];
    
    // begin calculating determinant - also used to calculate U parameter
    CROSS(pvec, direction, edge2);
    
    // if determinant is near zero, ray lies in plane of triangle
    const float det = DOT(edge1, pvec);
    
    if (det < EPSILON) {
        return (float)inf();
    }
    
    // calculate distance from vert0 to ray origin
    SUB(tvec, origin, vert0);
    
    // calculate U parameter and test bounds
    u = DOT(tvec, pvec);
    if ((u < 0.0f) || (u > det)) {
        // Hit the plane outside the triangle
        return (float)inf();
    }
    
    // prepare to test V parameter
    CROSS(qvec, tvec, edge1);
    
    // calculate V parameter and test bounds
    v = DOT(direction, qvec);
    if ((v < 0.0f) || (u + v > det)) {
        // Hit the plane outside the triangle
        return (float)inf();
    }
    

    // Case where we don't need correct (u, v):
    const float t = DOT(edge2, qvec);
    
    if (t >= 0.0f) {
        // Note that det must be positive
        return t / det;
    } else {
        // We had to travel backwards in time to intersect
        return (float)inf();
    }
}


inline float Ray::intersectionTime(
    const Vector3&  vert0,
    const Vector3&  vert1,
    const Vector3&  vert2,
    const Vector3&  edge1,
    const Vector3&  edge2,
    double&         w0,
    double&         w1,
    double&         w2) const {

    (void)vert1;
    (void)vert2;

    // Barycenteric coords
    float u, v;

    float tvec[3], pvec[3], qvec[3];

    // begin calculating determinant - also used to calculate U parameter
    CROSS(pvec, direction, edge2);
    
    // if determinant is near zero, ray lies in plane of triangle
    const float det = DOT(edge1, pvec);
    
    if (det < EPSILON) {
        return (float)inf();
    }
    
    // calculate distance from vert0 to ray origin
    SUB(tvec, origin, vert0);
    
    // calculate U parameter and test bounds
    u = DOT(tvec, pvec);
    if ((u < 0.0f) || (u > det)) {
        // Hit the plane outside the triangle
        return (float)inf();
    }
    
    // prepare to test V parameter
    CROSS(qvec, tvec, edge1);
    
    // calculate V parameter and test bounds
    v = DOT(direction, qvec);
    if ((v < 0.0f) || (u + v > det)) {
        // Hit the plane outside the triangle
        return (float)inf();
    }
    
    float t = DOT(edge2, qvec);
    
    if (t >= 0) {
        const float inv_det = 1.0f / det;
        t *= inv_det;
        u *= inv_det;
        v *= inv_det;

        w0 = (1.0f - u - v);
        w1 = u;
        w2 = v;

        return t;
    } else {
        // We had to travel backwards in time to intersect
        return (float)inf();
    }
}

#undef EPSILON
#undef CROSS
#undef DOT
#undef SUB

}// namespace

#endif

?? 快捷鍵說明

復(fù)制代碼 Ctrl + C
搜索代碼 Ctrl + F
全屏模式 F11
切換主題 Ctrl + Shift + D
顯示快捷鍵 ?
增大字號 Ctrl + =
減小字號 Ctrl + -
亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频
4438x亚洲最大成人网| 日韩视频一区二区三区| 欧美精品777| 亚洲私人影院在线观看| 久久精品噜噜噜成人av农村| 国产成人啪免费观看软件| 欧美午夜免费电影| 中文字幕一区二区三区不卡在线 | 亚洲午夜三级在线| 国产在线视视频有精品| 欧美日韩亚洲综合在线| 中文字幕欧美一| 精品一区二区三区在线观看国产| 色94色欧美sute亚洲线路二| 欧美国产在线观看| 韩国欧美国产一区| 精品国精品国产| 秋霞午夜鲁丝一区二区老狼| 91福利视频在线| 日韩一区日韩二区| 99免费精品在线观看| 久久精品一区二区三区不卡| 久久国产精品99精品国产| 日韩视频一区二区三区| 天堂久久久久va久久久久| 欧洲av一区二区嗯嗯嗯啊| 亚洲精品国产视频| 91成人在线免费观看| 一区二区免费在线播放| 色久优优欧美色久优优| 亚洲欧美激情在线| 色婷婷精品大视频在线蜜桃视频 | 久久精品日韩一区二区三区| 捆绑调教美女网站视频一区| 日韩小视频在线观看专区| 美女精品一区二区| 精品电影一区二区三区| 国产麻豆视频精品| 国产精品视频在线看| 91丝袜高跟美女视频| 亚洲六月丁香色婷婷综合久久 | 日韩欧美在线不卡| 精品亚洲porn| 欧美激情一区二区三区不卡| 99久久99久久精品免费观看| 一区二区三区日韩欧美精品| 欧美亚洲日本国产| 首页国产丝袜综合| 久久噜噜亚洲综合| proumb性欧美在线观看| 亚洲综合视频网| 制服丝袜成人动漫| 国产在线精品免费| 亚洲人成人一区二区在线观看 | 一本到三区不卡视频| 亚洲成人黄色影院| 精品第一国产综合精品aⅴ| 成人国产精品免费| 亚洲v中文字幕| 久久久久久免费网| 色综合天天综合给合国产| 午夜精品一区二区三区电影天堂 | 91麻豆福利精品推荐| 天堂影院一区二区| 欧美高清在线视频| 在线不卡中文字幕播放| 国产69精品久久99不卡| 亚洲国产综合色| 国产视频不卡一区| 69精品人人人人| 99视频一区二区| 蜜桃精品视频在线观看| 亚洲人吸女人奶水| 精品国产乱码久久久久久蜜臀| www.视频一区| 免费观看久久久4p| 一区二区三区精品| 亚洲国产精品ⅴa在线观看| 欧美精品久久一区二区三区| 国产91高潮流白浆在线麻豆| 三级久久三级久久| 亚洲人成影院在线观看| 国产亚洲一二三区| 正在播放一区二区| 色欧美片视频在线观看在线视频| 激情五月婷婷综合网| 亚洲国产美女搞黄色| 国产精品久久久久久久久晋中| 日韩一二在线观看| 欧美视频在线播放| 91麻豆精东视频| 不卡电影免费在线播放一区| 精品一区二区三区在线播放视频 | 成人精品视频.| 久久er99精品| 日本成人在线网站| 亚洲国产一区二区三区| 亚洲欧美激情插| 亚洲婷婷在线视频| 国产精品女主播在线观看| 久久先锋资源网| 精品国精品国产尤物美女| 91精品国产乱| 91精品国产麻豆国产自产在线| 欧美中文字幕一区二区三区| 91免费国产在线| 色综合亚洲欧洲| 色综合色综合色综合| 99vv1com这只有精品| 99久久精品国产导航| 成人涩涩免费视频| 成人性生交大片免费看中文网站| 国产在线不卡视频| 国产精品18久久久久久vr| 久久精品久久精品| 国产综合一区二区| 国产乱码精品一区二区三区五月婷| 日韩和的一区二区| 免费在线观看视频一区| 麻豆极品一区二区三区| 麻豆精品一区二区三区| 激情综合色丁香一区二区| 国产一区二区在线看| 国产一区激情在线| 成人晚上爱看视频| 91丝袜呻吟高潮美腿白嫩在线观看| 色妹子一区二区| 欧美日韩国产系列| 91精品国产综合久久福利| 日韩一级完整毛片| 精品国产乱子伦一区| 国产精品色婷婷| 亚洲欧美一区二区三区国产精品 | 欧美日韩dvd在线观看| 日韩一区二区在线观看视频| 欧美tickling挠脚心丨vk| 久久蜜桃av一区精品变态类天堂| 国产日韩欧美一区二区三区综合| 欧美国产一区二区在线观看| 亚洲精品国产精华液| 奇米影视一区二区三区| 国产乱妇无码大片在线观看| 91麻豆蜜桃一区二区三区| 欧美妇女性影城| 国产日韩精品一区| 亚洲综合一区二区精品导航| 理论片日本一区| 99国产精品久| 欧美不卡123| 亚洲精品v日韩精品| 久久99精品久久久久久国产越南| 丁香啪啪综合成人亚洲小说| 欧美乱熟臀69xxxxxx| 亚洲国产精品成人综合色在线婷婷| 亚洲一区中文在线| 国产91精品久久久久久久网曝门| 欧美色综合网站| 中文字幕二三区不卡| 日本欧美一区二区三区| 风间由美性色一区二区三区| 欧美男人的天堂一二区| 国产精品欧美一级免费| 久久福利视频一区二区| 在线免费精品视频| 欧美国产一区在线| 精品一区二区三区免费播放| 在线观看视频一区二区欧美日韩| 久久精品日产第一区二区三区高清版| 亚洲国产成人精品视频| 国产精品一区二区91| 91麻豆精品国产| 亚洲午夜电影在线| 一本大道久久a久久精品综合| 精品精品国产高清a毛片牛牛| 亚洲v精品v日韩v欧美v专区| 成人av电影免费在线播放| 精品国产91洋老外米糕| 丝袜亚洲另类丝袜在线| 欧美性三三影院| 亚洲精品欧美专区| 福利电影一区二区| 国产欧美日韩中文久久| 韩国av一区二区三区四区| 91精品国产品国语在线不卡| 亚洲午夜在线视频| 在线观看91精品国产入口| 国产精品久久久久影院| 东方欧美亚洲色图在线| 精品福利视频一区二区三区| 蜜桃免费网站一区二区三区| 欧美伦理影视网| 天涯成人国产亚洲精品一区av| 欧美又粗又大又爽| 亚洲一区二区在线免费看| 91丨九色丨尤物| 亚洲卡通欧美制服中文| 色天使久久综合网天天| 亚洲精品ww久久久久久p站| 在线看不卡av| 亚洲福利一区二区|