CoordSys.h
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//----------------------------------------------------------------------------//
/*
* Copyright (c) 2014 Sony Pictures Imageworks Inc
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//----------------------------------------------------------------------------//
//----------------------------------------------------------------------------//
#ifndef _INCLUDED_Field3D_CoordSys_H_
#define _INCLUDED_Field3D_CoordSys_H_
//----------------------------------------------------------------------------//
// System includes
#include <cmath>
#include "Types.h"
//----------------------------------------------------------------------------//
#include "ns.h"
FIELD3D_NAMESPACE_OPEN
//----------------------------------------------------------------------------//
// Utility functions
//----------------------------------------------------------------------------//
template <typename T>
FIELD3D_MTX_T<T> coordinateSystem(const FIELD3D_VEC3_T<T> &e1,
const FIELD3D_VEC3_T<T> &e2,
const FIELD3D_VEC3_T<T> &e3,
const FIELD3D_VEC3_T<T> &origin);
template <typename T>
FIELD3D_MTX_T<T>
coordinateSystem(const FIELD3D_BOX_T<FIELD3D_VEC3_T<T> > &wsBounds);
template <typename T>
FIELD3D_MTX_T<T>
coordinateSystem(const FIELD3D_BOX_T<FIELD3D_VEC3_T<T> > &wsBounds,
const FIELD3D_VEC3_T<T> &wsVoxelSize,
Box3i &extents);
template <typename T>
FIELD3D_MTX_T<T>
coordinateSystem(const FIELD3D_BOX_T<FIELD3D_VEC3_T<T> > &wsBounds,
const FIELD3D_VEC3_T<T> &wsVoxelSize);
//----------------------------------------------------------------------------//
// Detail namespace
//----------------------------------------------------------------------------//
namespace detail {
//--------------------------------------------------------------------------//
template <typename T>
FIELD3D_VEC3_T<T>
floor(const FIELD3D_VEC3_T<T> &v)
{
return FIELD3D_VEC3_T<T>(std::floor(v.x), std::floor(v.y), std::floor(v.z));
}
//--------------------------------------------------------------------------//
template <typename T>
FIELD3D_VEC3_T<T>
ceil(const FIELD3D_VEC3_T<T> &v)
{
return FIELD3D_VEC3_T<T>(std::ceil(v.x), std::ceil(v.y), std::ceil(v.z));
}
//--------------------------------------------------------------------------//
} // Detail namespace
//----------------------------------------------------------------------------//
// Template implementations
//----------------------------------------------------------------------------//
template <typename T>
FIELD3D_MTX_T<T> coordinateSystem(const FIELD3D_VEC3_T<T> &e1,
const FIELD3D_VEC3_T<T> &e2,
const FIELD3D_VEC3_T<T> &e3,
const FIELD3D_VEC3_T<T> &origin)
{
FIELD3D_MTX_T<T> m;
m[0][0] = e1.x;
m[0][1] = e1.y;
m[0][2] = e1.z;
m[1][0] = e2.x;
m[1][1] = e2.y;
m[1][2] = e2.z;
m[2][0] = e3.x;
m[2][1] = e3.y;
m[2][2] = e3.z;
m[3][0] = origin.x;
m[3][1] = origin.y;
m[3][2] = origin.z;
return m;
}
//----------------------------------------------------------------------------//
template <typename T>
FIELD3D_MTX_T<T>
coordinateSystem(const FIELD3D_BOX_T<FIELD3D_VEC3_T<T> > &wsBounds,
const FIELD3D_VEC3_T<T> &wsVoxelSize,
Box3i &extents)
{
const FIELD3D_VEC3_T<T> voxelMin =
detail::floor<T>(wsBounds.min / wsVoxelSize) * wsVoxelSize;
const FIELD3D_VEC3_T<T> voxelMax =
detail::ceil<T>(wsBounds.max / wsVoxelSize) * wsVoxelSize;
// Resolution
extents.min = V3i(detail::floor<T>(voxelMin / wsVoxelSize) + V3f(0.5));
extents.max = V3i(detail::floor<T>(voxelMax / wsVoxelSize) + V3f(0.5));
// Bounding box
const FIELD3D_BOX_T<FIELD3D_VEC3_T<T> > box(voxelMin, voxelMax);
return coordinateSystem(box);
}
//----------------------------------------------------------------------------//
template <typename T>
FIELD3D_MTX_T<T>
coordinateSystem
(const FIELD3D_BOX_T<FIELD3D_VEC3_T<T> > &wsBounds,
const FIELD3D_VEC3_T<T> &wsVoxelSize)
{
Box3i dummy;
return coordinateSystem(wsBounds, wsVoxelSize, dummy);
}
//----------------------------------------------------------------------------//
template <typename T>
FIELD3D_MTX_T<T>
coordinateSystem
(const FIELD3D_BOX_T<FIELD3D_VEC3_T<T> > &wsBounds)
{
FIELD3D_VEC3_T<T> e1(wsBounds.max.x - wsBounds.min.x, 0, 0);
FIELD3D_VEC3_T<T> e2(0, wsBounds.max.y - wsBounds.min.y, 0);
FIELD3D_VEC3_T<T> e3(0, 0, wsBounds.max.z - wsBounds.min.z);
FIELD3D_VEC3_T<T> origin(wsBounds.min);
return coordinateSystem(e1, e2, e3, origin);
}
//----------------------------------------------------------------------------//
FIELD3D_NAMESPACE_HEADER_CLOSE
//----------------------------------------------------------------------------//
#endif // Include guard
coordinateSystem
FIELD3D_NAMESPACE_OPEN FIELD3D_MTX_T< T > coordinateSystem(const FIELD3D_VEC3_T< T > &e1, const FIELD3D_VEC3_T< T > &e2, const FIELD3D_VEC3_T< T > &e3, const FIELD3D_VEC3_T< T > &origin)
Constructs a coordinate systems given a set of basis vectors and an origin.
Definition CoordSys.h:128
V3i
Imath::V3i V3i
Definition SpiMathLib.h:71
FIELD3D_VEC3_T
#define FIELD3D_VEC3_T
Definition SpiMathLib.h:88
Box3i
Imath::Box3i Box3i
Definition SpiMathLib.h:77
V3f
Imath::V3f V3f
Definition SpiMathLib.h:73
FIELD3D_BOX_T
#define FIELD3D_BOX_T
Definition StdMathLib.h:98
FIELD3D_MTX_T
#define FIELD3D_MTX_T
Definition StdMathLib.h:99
Types.h
Contains typedefs for the commonly used types in Field3D.
FIELD3D_NAMESPACE_OPEN
Definition FieldMapping.cpp:74
detail
Definition CoordSys.h:97
detail::ceil
FIELD3D_VEC3_T< T > ceil(const FIELD3D_VEC3_T< T > &v)
Ceil function for Vec3.
Definition CoordSys.h:114
detail::floor
FIELD3D_VEC3_T< T > floor(const FIELD3D_VEC3_T< T > &v)
Floor function for Vec3.
Definition CoordSys.h:104
ns.h
FIELD3D_NAMESPACE_HEADER_CLOSE
#define FIELD3D_NAMESPACE_HEADER_CLOSE
Definition ns.h:58