IceRay.cpp
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1 
8 
11 
18 
20 /*
21  O = Origin = impact point
22  i = normalized vector along the x axis
23  j = normalized vector along the y axis = actually the normal vector in O
24  D = Direction vector, norm |D| = 1
25  N = Projection of D on y axis, norm |N| = normal reaction
26  T = Projection of D on x axis, norm |T| = tangential reaction
27  R = Reflexion vector
28 
29  ^y
30  |
31  |
32  |
33  _ _ _| _ _ _
34  * * *|
35  \ | /
36  \ |N / |
37  R\ | /D
38  \ | / |
39  \ | /
40  _________\|/______*_______>x
41  O T
42 
43  Let define theta = angle between D and N. Then cos(theta) = |N| / |D| = |N| since D is normalized.
44 
45  j|D = |j|*|D|*cos(theta) => |N| = j|D
46 
47  Then we simply have:
48 
49  D = N + T
50 
51  To compute tangential reaction :
52 
53  T = D - N
54 
55  To compute reflexion vector :
56 
57  R = N - T = N - (D-N) = 2*N - D
58 */
59 
61 // Precompiled Header
62 #include "Stdafx.h"
63 
64 using namespace IceMaths;
65 
66 float Ray::SquareDistance(const Point& point, float* t) const
67 {
68  Point Diff = point - mOrig;
69  float fT = Diff | mDir;
70 
71  if(fT<=0.0f)
72  {
73  fT = 0.0f;
74  }
75  else
76  {
77  fT /= mDir.SquareMagnitude();
78  Diff -= fT*mDir;
79  }
80 
81  if(t) *t = fT;
82 
83  return Diff.SquareMagnitude();
84 }
float SquareDistance(const Point &point, float *t=null) const
Definition: IceRay.cpp:66
inline_ float SquareMagnitude() const
Computes square magnitude.
Definition: OPC_IceHook.h:218
Point mOrig
Ray origin.
Definition: OPC_IceHook.h:31
Point mDir
Normalized direction.
Definition: OPC_IceHook.h:32


openhrp3
Author(s): AIST, General Robotix Inc., Nakamura Lab of Dept. of Mechano Informatics at University of Tokyo
autogenerated on Thu Sep 8 2022 02:24:03