/usr/include/Field3D/CoordSys.h is in libfield3d-dev 1.7.2-1build2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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/*
* Copyright (c) 2014 Sony Pictures Imageworks Inc
*
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the
* distribution. Neither the name of Sony Pictures Imageworks nor the
* names of its contributors may be used to endorse or promote
* products derived from this software without specific prior written
* permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
* STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
*/
//----------------------------------------------------------------------------//
/*! \file CoordSys.h
\brief Contains utility functions for constructing coordinate systems.
*/
//----------------------------------------------------------------------------//
#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
//----------------------------------------------------------------------------//
//! Constructs a coordinate systems given a set of basis vectors and an origin.
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);
//! Constructs a coordinate system given a bounding box
template <typename T>
FIELD3D_MTX_T<T>
coordinateSystem(const FIELD3D_BOX_T<FIELD3D_VEC3_T<T> > &wsBounds);
//! Constructs a coordinate system that has its lower left corner at an
//! even multiplier of the voxel-size, to ensure that voxel centers don't
//! shift as the domain grows
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);
//! Constructs a coordinate system that has its lower left corner at an
//! even multiplier of the voxel-size, to ensure that voxel centers don't
//! shift as the domain grows
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 {
//--------------------------------------------------------------------------//
//! Floor function for Vec3
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));
}
//--------------------------------------------------------------------------//
//! Ceil function for Vec3
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
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