示例#1
0
void Bezier::setFromCorners(const MathVector<float, 3>& fl, const MathVector<float, 3>& fr,
							const MathVector<float, 3>& bl, const MathVector<float, 3>& br) {
	MathVector<float, 3> temp;

	center = fl + fr + bl + br; center = center * 0.25;

	radius = 0;
	if ((fl - center).magnitude() > radius) radius = (fl - center).magnitude();
	if ((fr - center).magnitude() > radius) radius = (fr - center).magnitude();
	if ((bl - center).magnitude() > radius) radius = (bl - center).magnitude();
	if ((br - center).magnitude() > radius) radius = (br - center).magnitude();

	// Assign corners
	points[0][0] = fl;
	points[0][3] = fr;
	points[3][3] = br;
	points[3][0] = bl;

	// Calculate intermediate front and back points
	temp = fr - fl;
	if (temp.magnitude() < 0.0001) {
		points[0][1] = fl;
		points[0][2] = fl;
	} else {
		points[0][1] = fl + temp.normalized() * (temp.magnitude() / 3.0);
		points[0][2] = fl + temp.normalized() * (2.0 * temp.magnitude() / 3.0);
	}

	temp = br - bl;
	if (temp.magnitude() < 0.0001) {
		points[3][1] = bl;
		points[3][2] = bl;
	} else {
		points[3][1] = bl + temp.normalized() * (temp.magnitude() / 3.0);
		points[3][2] = bl + temp.normalized() * (2.0 * temp.magnitude() / 3.0);
	}

	// Calculate intermediate left and right points
	int i;
	for (i = 0; i < 4; ++i) {
		temp = points[3][i] - points[0][i];
		if (temp.magnitude() > 0.0001) {
			points[1][i] = points[0][i] + temp.normalized() * (temp.magnitude() / 3.0);
			points[2][i] = points[0][i] + temp.normalized() * (2.0 * temp.magnitude() / 3.0);
		} else {
			points[1][i] = points[0][i];
			points[2][i] = points[0][i];
		}
	}
}
示例#2
0
	// Project this vector onto the vector 'vec'
	MathVector<T,3> project(const MathVector<T,3>& vec) const {
		T scalarProj = dot(vec.normalized());
		return vec.normalized() * scalarProj;
	}