/******************************************************************** ** Image Component Library (ICL) ** ** ** ** Copyright (C) 2006-2012 CITEC, University of Bielefeld ** ** Neuroinformatics Group ** ** Website: www.iclcv.org and ** ** http://opensource.cit-ec.de/projects/icl ** ** ** ** File : ICLGeom/src/ViewRay.cpp ** ** Module : ICLGeom ** ** Authors: Christof Elbrechter ** ** ** ** ** ** Commercial License ** ** ICL can be used commercially, please refer to our website ** ** www.iclcv.org for more details. ** ** ** ** GNU General Public License Usage ** ** Alternatively, this file may be used under the terms of the ** ** GNU General Public License version 3.0 as published by the ** ** Free Software Foundation and appearing in the file LICENSE.GPL ** ** included in the packaging of this file. Please review the ** ** following information to ensure the GNU General Public License ** ** version 3.0 requirements will be met: ** ** http://www.gnu.org/copyleft/gpl.html. ** ** ** ** The development of this software was supported by the ** ** Excellence Cluster EXC 277 Cognitive Interaction Technology. ** ** The Excellence Cluster EXC 277 is a grant of the Deutsche ** ** Forschungsgemeinschaft (DFG) in the context of the German ** ** Excellence Initiative. ** ** ** *********************************************************************/ #include #include using namespace icl::utils; using namespace icl::core; namespace icl{ namespace geom{ ViewRay::ViewRay(const Vec &offset, const Vec &direction,bool autoNormalizeDirection): offset(offset),direction(direction){ if(autoNormalizeDirection){ this->direction *= 1.0f/norm3(direction); } this->offset[3]=this->direction[3]=1; } Vec ViewRay::getIntersection(const PlaneEquation &plane) const throw (ICLException){ return Camera::getIntersection(*this,plane); } Vec ViewRay::operator()(float lambda) const { Vec r = offset + direction*lambda; r[3] = 1; return r; } float ViewRay::closestDistanceTo(const Vec &p) const{ const Vec x = p-offset; return ::sqrt(sqrnorm3(x)-sqr(sprod3(x,direction))); } float ViewRay::closestDistanceTo(const ViewRay &vr) const{ Vec c = cross(direction,vr.direction); return fabs(sprod3(offset - vr.offset, c) / norm3(c)); } std::ostream &operator<<(std::ostream &s, const ViewRay &vr){ return s << "ViewRay(" << vr.offset.transp() << " + lambda * " << vr.direction.transp() << ")"; } } // namespace geom }