/* -*-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. */ #ifndef OSG_LINESEGMENT #define OSG_LINESEGMENT 1 #include #include #include namespace osg { /** LineSegment class for representing a line segment. */ class OSG_EXPORT LineSegment : public Referenced { public: typedef Vec3d vec_type; typedef vec_type::value_type value_type; 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) {} 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; } inline vec_type& start() { return _s; } inline const vec_type& start() const { return _s; } inline vec_type& end() { return _e; } inline const vec_type& end() const { return _e; } 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 * 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 intersectAndComputeRatios(const BoundingBox& bb, float& ratioFromStartToEnd1, float& ratioFromStartToEnd2) const; /** 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 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 * 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 intersectAndComputeRatios(const BoundingSphere& bs, float& ratioFromStartToEnd1, float& ratioFromStartToEnd2) const; /** 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 intersectAndComputeRatios(const BoundingSphere& bs,double& ratioFromStartToEnd1, double& ratioFromStartToEnd2) const; /** 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& ratioFromStartToEnd); /** 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& 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; } protected: virtual ~LineSegment(); static bool intersectAndClip(vec_type& s,vec_type& e,const BoundingBox& bb); vec_type _s; vec_type _e; }; } #endif