Renamed LineSegment::intersect(BoundingSphere/Box, double/float&, double/float&) methods to LineSegment::intersectAndComputeRations(..) to avoid confusion with the change in convention for

the old intersect(BoundingBox&, float/double&, float/double&) method as it was inconsitent with the rest of the OSG including the intersect(BoundingSphere) method in how the ratio for the
second intersection was measure from - original from the end point, but now made consistent with other places in the OSG so be based on ration from start to end of segment.


git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14859 16af8721-9629-0410-8352-f15c8da7e697
This commit is contained in:
Robert Osfield 2015-04-27 19:31:13 +00:00
parent 5be2e05b18
commit e52b95e084
2 changed files with 32 additions and 27 deletions

View File

@ -44,45 +44,48 @@ class OSG_EXPORT LineSegment : public Referenced
inline bool valid() const { return _s.valid() && _e.valid() && _s!=_e; }
/** return true if segment intersects BoundingBox. */
bool intersect(const BoundingBox& bb) const;
/** return true if segment intersects BoundingBox
* and return the intersection ratios.
/** return true if segment intersects BoundingBox and
* set float ratios for the first and second intersections, where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
*/
bool intersect(const BoundingBox& bb,float& r1,float& r2) const;
bool intersectAndComputeRatios(const BoundingBox& bb, float& ratioFromStartToEnd1, float& ratioFromStartToEnd2) const;
/** return true if segment intersects BoundingBox
* and return the intersection ratios.
/** return true if segment intersects BoundingBox and
* set double ratios for the first and second intersections, where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
*/
bool intersect(const BoundingBox& bb,double& r1,double& r2) const;
bool intersectAndComputeRatios(const BoundingBox& bb, double& ratioFromStartToEnd1, double& ratioFromStartToEnd2) const;
/** return true if segment intersects BoundingSphere. */
bool intersect(const BoundingSphere& bs) const;
/** return true if segment intersects BoundingSphere and return the
* intersection ratio.
/** return true if segment intersects BoundingSphere and
* set float ratios for the first and second intersections, where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
*/
bool intersect(const BoundingSphere& bs,float& r1,float& r2) const;
bool intersectAndComputeRatios(const BoundingSphere& bs, float& ratioFromStartToEnd1, float& ratioFromStartToEnd2) const;
/** return true if segment intersects BoundingSphere and return the
* intersection ratio.
/** return true if segment intersects BoundingSphere and
* set double ratios for the first and second intersections, where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
*/
bool intersect(const BoundingSphere& bs,double& r1,double& r2) const;
bool intersectAndComputeRatios(const BoundingSphere& bs,double& ratioFromStartToEnd1, double& ratioFromStartToEnd2) const;
/** return true if segment intersects triangle
* and set ratio long segment.
/** return true if segment intersects triangle and
* set float ratios where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
*/
bool intersect(const Vec3f& v1,const Vec3f& v2,const Vec3f& v3,float& r);
bool intersect(const Vec3f& v1,const Vec3f& v2,const Vec3f& v3,float& ratioFromStartToEnd);
/** return true if segment intersects triangle
* and set ratio long segment.
/** return true if segment intersects triangle and
* set double ratios where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
*/
bool intersect(const Vec3d& v1,const Vec3d& v2,const Vec3d& v3,double& r);
bool intersect(const Vec3d& v1,const Vec3d& v2,const Vec3d& v3,double& ratioFromStartToEnd);
/** 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; }

View File

@ -11,6 +11,8 @@
* OpenSceneGraph Public License for more details.
*/
#include <osg/LineSegment>
#include <osg/Notify>
#include <osg/io_utils>
using namespace osg;
@ -137,7 +139,6 @@ bool LineSegment::intersectAndClip(vec_type& s,vec_type& e,const BoundingBox& bb
return true;
}
bool LineSegment::intersect(const BoundingBox& bb) const
{
if (!bb.valid()) return false;
@ -147,7 +148,7 @@ bool LineSegment::intersect(const BoundingBox& bb) const
}
bool LineSegment::intersect(const BoundingBox& bb,float& r1,float& r2) const
bool LineSegment::intersectAndComputeRatios(const BoundingBox& bb,float& r1,float& r2) const
{
if (!bb.valid()) return false;
@ -160,7 +161,7 @@ bool LineSegment::intersect(const BoundingBox& bb,float& r1,float& r2) const
{
value_type inv_len = 1.0f/len;
r1 = (float)((s-_s).length()*inv_len);
r2 = (float)((e-_e).length()*inv_len);
r2 = (float)((e-_s).length()*inv_len);
}
else
{
@ -171,7 +172,7 @@ bool LineSegment::intersect(const BoundingBox& bb,float& r1,float& r2) const
return result;
}
bool LineSegment::intersect(const BoundingBox& bb,double& r1,double& r2) const
bool LineSegment::intersectAndComputeRatios(const BoundingBox& bb,double& r1,double& r2) const
{
if (!bb.valid()) return false;
@ -184,7 +185,10 @@ bool LineSegment::intersect(const BoundingBox& bb,double& r1,double& r2) const
{
double inv_len = 1.0/len;
r1 = ((s-_s).length()*inv_len);
r2 = ((e-_e).length()*inv_len);
r2 = ((e-_s).length()*inv_len);
OSG_NOTICE<<"s = ("<<s<<"), e = ("<<e<<")"<<std::endl;
}
else
{
@ -196,7 +200,7 @@ bool LineSegment::intersect(const BoundingBox& bb,double& r1,double& r2) const
}
bool LineSegment::intersect(const BoundingSphere& bs,float& r1,float& r2) const
bool LineSegment::intersectAndComputeRatios(const BoundingSphere& bs,float& r1,float& r2) const
{
vec_type sm = _s-bs._center;
value_type c = sm.length2()-bs._radius*bs._radius;
@ -242,7 +246,7 @@ bool LineSegment::intersect(const BoundingSphere& bs,float& r1,float& r2) const
bool LineSegment::intersect(const BoundingSphere& bs,double& r1,double& r2) const
bool LineSegment::intersectAndComputeRatios(const BoundingSphere& bs,double& r1,double& r2) const
{
vec_type sm = _s-bs._center;
value_type c = sm.length2()-bs._radius*bs._radius;
@ -286,7 +290,6 @@ bool LineSegment::intersect(const BoundingSphere& bs,double& r1,double& r2) cons
return true;
}
bool LineSegment::intersect(const BoundingSphere& bs) const
{
vec_type sm = _s-bs._center;
@ -316,7 +319,6 @@ bool LineSegment::intersect(const BoundingSphere& bs) const
return true;
}
bool LineSegment::intersect(const Vec3f& v1,const Vec3f& v2,const Vec3f& v3,float& r)
{
if (v1==v2 || v2==v3 || v1==v3) return false;