2001-10-22 05:27:40 +08:00
|
|
|
#include <osg/LineSegment>
|
2001-09-20 05:19:47 +08:00
|
|
|
|
|
|
|
using namespace osg;
|
|
|
|
|
|
|
|
const bool LineSegment::intersectAndClip(Vec3& s,Vec3& e,const BoundingBox& bb)
|
|
|
|
{
|
|
|
|
// compate s and e against the xMin to xMax range of bb.
|
|
|
|
if (s.x()<=e.x())
|
|
|
|
{
|
|
|
|
|
|
|
|
// trivial reject of segment wholely outside.
|
|
|
|
if (e.x()<bb.xMin()) return false;
|
|
|
|
if (s.x()>bb.xMax()) return false;
|
|
|
|
|
|
|
|
if (s.x()<bb.xMin())
|
|
|
|
{
|
|
|
|
// clip s to xMin.
|
|
|
|
s = s+(e-s)*(bb.xMin()-s.x())/(e.x()-s.x());
|
|
|
|
}
|
|
|
|
|
|
|
|
if (e.x()>bb.xMax())
|
|
|
|
{
|
|
|
|
// clip e to xMax.
|
|
|
|
e = s+(e-s)*(bb.xMax()-s.x())/(e.x()-s.x());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (s.x()<bb.xMin()) return false;
|
|
|
|
if (e.x()>bb.xMax()) return false;
|
|
|
|
|
|
|
|
if (e.x()<bb.xMin())
|
|
|
|
{
|
|
|
|
// clip s to xMin.
|
|
|
|
e = s+(e-s)*(bb.xMin()-s.x())/(e.x()-s.x());
|
|
|
|
}
|
|
|
|
|
|
|
|
if (s.x()>bb.xMax())
|
|
|
|
{
|
|
|
|
// clip e to xMax.
|
|
|
|
s = s+(e-s)*(bb.xMax()-s.x())/(e.x()-s.x());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// compate s and e against the yMin to yMax range of bb.
|
|
|
|
if (s.y()<=e.y())
|
|
|
|
{
|
|
|
|
|
|
|
|
// trivial reject of segment wholely outside.
|
|
|
|
if (e.y()<bb.yMin()) return false;
|
|
|
|
if (s.y()>bb.yMax()) return false;
|
|
|
|
|
|
|
|
if (s.y()<bb.yMin())
|
|
|
|
{
|
|
|
|
// clip s to yMin.
|
|
|
|
s = s+(e-s)*(bb.yMin()-s.y())/(e.y()-s.y());
|
|
|
|
}
|
|
|
|
|
|
|
|
if (e.y()>bb.yMax())
|
|
|
|
{
|
|
|
|
// clip e to yMax.
|
|
|
|
e = s+(e-s)*(bb.yMax()-s.y())/(e.y()-s.y());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (s.y()<bb.yMin()) return false;
|
|
|
|
if (e.y()>bb.yMax()) return false;
|
|
|
|
|
|
|
|
if (e.y()<bb.yMin())
|
|
|
|
{
|
|
|
|
// clip s to yMin.
|
|
|
|
e = s+(e-s)*(bb.yMin()-s.y())/(e.y()-s.y());
|
|
|
|
}
|
|
|
|
|
|
|
|
if (s.y()>bb.yMax())
|
|
|
|
{
|
|
|
|
// clip e to yMax.
|
|
|
|
s = s+(e-s)*(bb.yMax()-s.y())/(e.y()-s.y());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// compate s and e against the zMin to zMax range of bb.
|
|
|
|
if (s.z()<=e.z())
|
|
|
|
{
|
|
|
|
|
|
|
|
// trivial reject of segment wholely outside.
|
|
|
|
if (e.z()<bb.zMin()) return false;
|
|
|
|
if (s.z()>bb.zMax()) return false;
|
|
|
|
|
|
|
|
if (s.z()<bb.zMin())
|
|
|
|
{
|
|
|
|
// clip s to zMin.
|
|
|
|
s = s+(e-s)*(bb.zMin()-s.z())/(e.z()-s.z());
|
|
|
|
}
|
|
|
|
|
|
|
|
if (e.z()>bb.zMax())
|
|
|
|
{
|
|
|
|
// clip e to zMax.
|
|
|
|
e = s+(e-s)*(bb.zMax()-s.z())/(e.z()-s.z());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (s.z()<bb.zMin()) return false;
|
|
|
|
if (e.z()>bb.zMax()) return false;
|
|
|
|
|
|
|
|
if (e.z()<bb.zMin())
|
|
|
|
{
|
|
|
|
// clip s to zMin.
|
|
|
|
e = s+(e-s)*(bb.zMin()-s.z())/(e.z()-s.z());
|
|
|
|
}
|
|
|
|
|
|
|
|
if (s.z()>bb.zMax())
|
|
|
|
{
|
|
|
|
// clip e to zMax.
|
|
|
|
s = s+(e-s)*(bb.zMax()-s.z())/(e.z()-s.z());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const bool LineSegment::intersect(const BoundingBox& bb) const
|
|
|
|
{
|
|
|
|
if (!bb.isValid()) return false;
|
|
|
|
|
|
|
|
Vec3 s=_s,e=_e;
|
|
|
|
return intersectAndClip(s,e,bb);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const bool LineSegment::intersect(const BoundingBox& bb,float& r1,float& r2) const
|
|
|
|
{
|
|
|
|
if (!bb.isValid()) return false;
|
|
|
|
|
|
|
|
Vec3 s=_s,e=_e;
|
|
|
|
bool result = intersectAndClip(s,e,bb);
|
|
|
|
if (result)
|
|
|
|
{
|
|
|
|
float len = (_e-_s).length();
|
|
|
|
if (len>0.0f)
|
|
|
|
{
|
|
|
|
float inv_len = 1.0f/len;
|
|
|
|
r1 = (s-_s).length()*inv_len;
|
|
|
|
r2 = (e-_e).length()*inv_len;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
r1 = 0.0f;
|
|
|
|
r2 = 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const bool LineSegment::intersect(const BoundingSphere& bs,float& r1,float& r2) const
|
|
|
|
{
|
|
|
|
Vec3 sm = _s-bs._center;
|
|
|
|
float c = sm.length2()-bs._radius*bs._radius;
|
|
|
|
|
|
|
|
Vec3 se = _e-_s;
|
|
|
|
float a = se.length2();
|
|
|
|
|
|
|
|
float b = sm*se*2.0f;
|
|
|
|
|
|
|
|
float d = b*b-4.0f*a*c;
|
|
|
|
|
|
|
|
if (d<0.0f) return false;
|
|
|
|
|
|
|
|
d = sqrtf(d);
|
|
|
|
|
|
|
|
float div = 1.0f/(2.0f*a);
|
|
|
|
|
|
|
|
r1 = (-b-d)*div;
|
|
|
|
r2 = (-b+d)*div;
|
|
|
|
|
|
|
|
if (r1<=0.0f && r2<=0.0f) return false;
|
|
|
|
|
|
|
|
if (r1>=1.0f && r2>=1.0f) return false;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const bool LineSegment::intersect(const BoundingSphere& bs) const
|
|
|
|
{
|
|
|
|
Vec3 sm = _s-bs._center;
|
|
|
|
float c = sm.length2()-bs._radius*bs._radius;
|
|
|
|
if (c<0.0f) return true;
|
|
|
|
|
|
|
|
Vec3 se = _e-_s;
|
|
|
|
float a = se.length2();
|
|
|
|
|
|
|
|
float b = (sm*se)*2.0f;
|
|
|
|
|
|
|
|
float d = b*b-4.0f*a*c;
|
|
|
|
|
|
|
|
if (d<0.0f) return false;
|
|
|
|
|
|
|
|
d = sqrtf(d);
|
|
|
|
|
|
|
|
float div = 1.0f/(2.0f*a);
|
|
|
|
|
|
|
|
float r1 = (-b-d)*div;
|
|
|
|
float r2 = (-b+d)*div;
|
|
|
|
|
|
|
|
if (r1<=0.0f && r2<=0.0f) return false;
|
|
|
|
|
|
|
|
if (r1>=1.0f && r2>=1.0f) return false;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const bool LineSegment::intersect(const Vec3& v1,const Vec3& v2,const Vec3& v3,float& r)
|
|
|
|
{
|
|
|
|
if (v1==v2 || v2==v3 || v1==v3) return false;
|
|
|
|
|
|
|
|
Vec3 vse = _e-_s;
|
|
|
|
|
|
|
|
Vec3 v12 = v2-v1;
|
|
|
|
Vec3 n12 = v12^vse;
|
|
|
|
float ds12 = (_s-v1)*n12;
|
|
|
|
float d312 = (v3-v1)*n12;
|
|
|
|
if (d312>=0.0f)
|
|
|
|
{
|
|
|
|
if (ds12<0.0f) return false;
|
|
|
|
if (ds12>d312) return false;
|
|
|
|
}
|
|
|
|
else // d312 < 0
|
|
|
|
{
|
|
|
|
if (ds12>0.0f) return false;
|
|
|
|
if (ds12<d312) return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
Vec3 v23 = v3-v2;
|
|
|
|
Vec3 n23 = v23^vse;
|
|
|
|
float ds23 = (_s-v2)*n23;
|
|
|
|
float d123 = (v1-v2)*n23;
|
|
|
|
if (d123>=0.0f)
|
|
|
|
{
|
|
|
|
if (ds23<0.0f) return false;
|
|
|
|
if (ds23>d123) return false;
|
|
|
|
}
|
|
|
|
else // d123 < 0
|
|
|
|
{
|
|
|
|
if (ds23>0.0f) return false;
|
|
|
|
if (ds23<d123) return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
Vec3 v31 = v1-v3;
|
|
|
|
Vec3 n31 = v31^vse;
|
|
|
|
float ds31 = (_s-v3)*n31;
|
|
|
|
float d231 = (v2-v3)*n31;
|
|
|
|
if (d231>=0.0f)
|
|
|
|
{
|
|
|
|
if (ds31<0.0f) return false;
|
|
|
|
if (ds31>d231) return false;
|
|
|
|
}
|
|
|
|
else // d231 < 0
|
|
|
|
{
|
|
|
|
if (ds31>0.0f) return false;
|
|
|
|
if (ds31<d231) return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
float r3 = ds12/d312;
|
|
|
|
float r1 = ds23/d123;
|
|
|
|
float r2 = ds31/d231;
|
|
|
|
|
|
|
|
// float rt = r1+r2+r3;
|
|
|
|
|
|
|
|
Vec3 in = v1*r1+v2*r2+v3*r3;
|
|
|
|
|
|
|
|
float length = vse.length();
|
|
|
|
vse /= length;
|
|
|
|
float d = (in-_s)*vse;
|
|
|
|
|
|
|
|
if (d<0.0f) return false;
|
|
|
|
if (d>length) return false;
|
|
|
|
|
|
|
|
r = d/length;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|