OpenSceneGraph/include/osg/LineSegment

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//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
2001-09-20 05:19:47 +08:00
#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.*/
2001-09-20 05:19:47 +08:00
class SG_EXPORT LineSegment : public Referenced
{
public:
LineSegment() {};
LineSegment(const LineSegment& seg) : Referenced(),_s(seg._s),_e(seg._e) {}
LineSegment(const Vec3& s,const Vec3& e) : _s(s),_e(e) {}
virtual ~LineSegment() {}
LineSegment& operator = (const LineSegment& seg) { _s = seg._s; _e = seg._e; return *this; }
inline void set(const Vec3& s,const Vec3& e) { _s=s; _e=e; }
inline Vec3& start() { return _s; }
inline const Vec3& start() const { return _s; }
inline Vec3& end() { return _e; }
inline const Vec3& end() const { return _e; }
/** return true if segment intersects BoundingBox.*/
const bool intersect(const BoundingBox& bb) const;
/** return true if segment intersects BoundingSphere and return the intersection ratio's.*/
const bool intersect(const BoundingBox& bb,float& r1,float& r2) const;
/** return true if segment intersects BoundingSphere.*/
const bool intersect(const BoundingSphere& bs) const;
/** return true if segment intersects BoundingSphere and return the intersection ratio's.*/
const bool intersect(const BoundingSphere& bs,float& r1,float& r2) const;
/** return true if segment intersects triangle and set ratio long segment. */
const bool intersect(const Vec3& v1,const Vec3& v2,const Vec3& v3,float& r);
/** 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:
static const bool intersectAndClip(Vec3& s,Vec3& e,const BoundingBox& bb);
Vec3 _s;
Vec3 _e;
};
};
#endif