OpenSceneGraph/include/osg/LineSegment

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
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#ifndef OSG_LINESEGMENT
#define OSG_LINESEGMENT 1
#include <osg/Matrix>
#include <osg/BoundingBox>
#include <osg/BoundingSphere>
namespace osg {
/** LineSegment class for representing a line segment. */
class OSG_EXPORT LineSegment : public Referenced
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{
public:
typedef Vec3d vec_type;
typedef vec_type::value_type value_type;
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LineSegment() {};
LineSegment(const LineSegment& seg) : Referenced(),_s(seg._s),_e(seg._e) {}
LineSegment(const vec_type& s,const vec_type& e) : _s(s),_e(e) {}
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LineSegment& operator = (const LineSegment& seg) { _s = seg._s; _e = seg._e; return *this; }
inline void set(const vec_type& s,const vec_type& e) { _s=s; _e=e; }
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inline vec_type& start() { return _s; }
inline const vec_type& start() const { return _s; }
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inline vec_type& end() { return _e; }
inline const vec_type& end() const { return _e; }
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inline bool valid() const { return _s.valid() && _e.valid() && _s!=_e; }
/** return true if segment intersects BoundingBox. */
bool intersect(const BoundingBox& bb) const;
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/** return true if segment intersects BoundingBox
* and return the intersection ratios.
*/
bool intersect(const BoundingBox& bb,float& r1,float& r2) const;
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/** return true if segment intersects BoundingSphere. */
bool intersect(const BoundingSphere& bs) const;
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/** return true if segment intersects BoundingSphere and return the
* intersection ratio.
*/
bool intersect(const BoundingSphere& bs,float& r1,float& r2) const;
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/** return true if segment intersects triangle
* and set ratio long segment.
*/
bool intersect(const Vec3& v1,const Vec3& v2,const Vec3& v3,float& r);
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/** post multiply a segment by matrix.*/
inline void mult(const LineSegment& seg,const Matrix& m) { _s = seg._s*m; _e = seg._e*m; }
/** pre multiply a segment by matrix.*/
inline void mult(const Matrix& m,const LineSegment& seg) { _s = m*seg._s; _e = m*seg._e; }
protected:
virtual ~LineSegment();
static bool intersectAndClip(vec_type& s,vec_type& e,const BoundingBox& bb);
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vec_type _s;
vec_type _e;
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};
}
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#endif