320 lines
6.9 KiB
C++
320 lines
6.9 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osg/LineSegment>
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using namespace osg;
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LineSegment::~LineSegment()
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{
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}
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bool LineSegment::intersectAndClip(Vec3& s,Vec3& e,const BoundingBox& bb)
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{
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// compate s and e against the xMin to xMax range of bb.
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if (s.x()<=e.x())
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{
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// trivial reject of segment wholely outside.
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if (e.x()<bb.xMin()) return false;
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if (s.x()>bb.xMax()) return false;
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if (s.x()<bb.xMin())
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{
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// clip s to xMin.
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s = s+(e-s)*(bb.xMin()-s.x())/(e.x()-s.x());
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}
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if (e.x()>bb.xMax())
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{
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// clip e to xMax.
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e = s+(e-s)*(bb.xMax()-s.x())/(e.x()-s.x());
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}
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}
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else
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{
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if (s.x()<bb.xMin()) return false;
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if (e.x()>bb.xMax()) return false;
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if (e.x()<bb.xMin())
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{
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// clip s to xMin.
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e = s+(e-s)*(bb.xMin()-s.x())/(e.x()-s.x());
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}
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if (s.x()>bb.xMax())
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{
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// clip e to xMax.
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s = s+(e-s)*(bb.xMax()-s.x())/(e.x()-s.x());
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}
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}
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// compate s and e against the yMin to yMax range of bb.
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if (s.y()<=e.y())
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{
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// trivial reject of segment wholely outside.
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if (e.y()<bb.yMin()) return false;
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if (s.y()>bb.yMax()) return false;
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if (s.y()<bb.yMin())
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{
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// clip s to yMin.
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s = s+(e-s)*(bb.yMin()-s.y())/(e.y()-s.y());
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}
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if (e.y()>bb.yMax())
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{
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// clip e to yMax.
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e = s+(e-s)*(bb.yMax()-s.y())/(e.y()-s.y());
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}
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}
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else
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{
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if (s.y()<bb.yMin()) return false;
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if (e.y()>bb.yMax()) return false;
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if (e.y()<bb.yMin())
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{
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// clip s to yMin.
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e = s+(e-s)*(bb.yMin()-s.y())/(e.y()-s.y());
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}
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if (s.y()>bb.yMax())
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{
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// clip e to yMax.
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s = s+(e-s)*(bb.yMax()-s.y())/(e.y()-s.y());
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}
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}
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// compate s and e against the zMin to zMax range of bb.
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if (s.z()<=e.z())
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{
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// trivial reject of segment wholely outside.
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if (e.z()<bb.zMin()) return false;
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if (s.z()>bb.zMax()) return false;
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if (s.z()<bb.zMin())
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{
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// clip s to zMin.
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s = s+(e-s)*(bb.zMin()-s.z())/(e.z()-s.z());
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}
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if (e.z()>bb.zMax())
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{
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// clip e to zMax.
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e = s+(e-s)*(bb.zMax()-s.z())/(e.z()-s.z());
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}
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}
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else
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{
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if (s.z()<bb.zMin()) return false;
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if (e.z()>bb.zMax()) return false;
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if (e.z()<bb.zMin())
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{
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// clip s to zMin.
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e = s+(e-s)*(bb.zMin()-s.z())/(e.z()-s.z());
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}
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if (s.z()>bb.zMax())
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{
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// clip e to zMax.
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s = s+(e-s)*(bb.zMax()-s.z())/(e.z()-s.z());
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}
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}
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return true;
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}
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bool LineSegment::intersect(const BoundingBox& bb) const
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{
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if (!bb.valid()) return false;
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Vec3 s=_s,e=_e;
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return intersectAndClip(s,e,bb);
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}
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bool LineSegment::intersect(const BoundingBox& bb,float& r1,float& r2) const
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{
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if (!bb.valid()) return false;
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Vec3 s=_s,e=_e;
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bool result = intersectAndClip(s,e,bb);
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if (result)
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{
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float len = (_e-_s).length();
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if (len>0.0f)
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{
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float inv_len = 1.0f/len;
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r1 = (s-_s).length()*inv_len;
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r2 = (e-_e).length()*inv_len;
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}
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else
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{
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r1 = 0.0f;
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r2 = 0.0f;
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}
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}
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return result;
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}
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bool LineSegment::intersect(const BoundingSphere& bs,float& r1,float& r2) const
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{
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Vec3 sm = _s-bs._center;
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float c = sm.length2()-bs._radius*bs._radius;
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Vec3 se = _e-_s;
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float a = se.length2();
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// check for zero length segment.
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if (a==0.0)
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{
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// check if start point outside sphere radius
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if (c>0.0) return false;
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// length segment within radius of bounding sphere but zero length
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// so return true, and set the ratio so the start point is the one
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// to be used.
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r1 = 1.0f;
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r2 = 0.0f;
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return true;
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}
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float b = sm*se*2.0f;
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float d = b*b-4.0f*a*c;
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if (d<0.0f) return false;
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d = sqrtf(d);
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float div = 1.0f/(2.0f*a);
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r1 = (-b-d)*div;
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r2 = (-b+d)*div;
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if (r1<=0.0f && r2<=0.0f) return false;
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if (r1>=1.0f && r2>=1.0f) return false;
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return true;
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}
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bool LineSegment::intersect(const BoundingSphere& bs) const
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{
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Vec3 sm = _s-bs._center;
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float c = sm.length2()-bs._radius*bs._radius;
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if (c<0.0f) return true;
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Vec3 se = _e-_s;
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float a = se.length2();
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float b = (sm*se)*2.0f;
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float d = b*b-4.0f*a*c;
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if (d<0.0f) return false;
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d = sqrtf(d);
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float div = 1.0f/(2.0f*a);
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float r1 = (-b-d)*div;
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float r2 = (-b+d)*div;
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if (r1<=0.0f && r2<=0.0f) return false;
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if (r1>=1.0f && r2>=1.0f) return false;
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return true;
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}
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bool LineSegment::intersect(const Vec3& v1,const Vec3& v2,const Vec3& v3,float& r)
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{
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if (v1==v2 || v2==v3 || v1==v3) return false;
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Vec3 vse = _e-_s;
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Vec3 v12 = v2-v1;
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Vec3 n12 = v12^vse;
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float ds12 = (_s-v1)*n12;
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float d312 = (v3-v1)*n12;
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if (d312>=0.0f)
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{
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if (ds12<0.0f) return false;
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if (ds12>d312) return false;
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}
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else // d312 < 0
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{
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if (ds12>0.0f) return false;
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if (ds12<d312) return false;
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}
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Vec3 v23 = v3-v2;
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Vec3 n23 = v23^vse;
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float ds23 = (_s-v2)*n23;
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float d123 = (v1-v2)*n23;
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if (d123>=0.0f)
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{
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if (ds23<0.0f) return false;
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if (ds23>d123) return false;
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}
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else // d123 < 0
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{
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if (ds23>0.0f) return false;
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if (ds23<d123) return false;
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}
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Vec3 v31 = v1-v3;
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Vec3 n31 = v31^vse;
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float ds31 = (_s-v3)*n31;
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float d231 = (v2-v3)*n31;
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if (d231>=0.0f)
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{
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if (ds31<0.0f) return false;
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if (ds31>d231) return false;
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}
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else // d231 < 0
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{
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if (ds31>0.0f) return false;
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if (ds31<d231) return false;
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}
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float r3 = ds12/d312;
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float r1 = ds23/d123;
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float r2 = ds31/d231;
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// float rt = r1+r2+r3;
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Vec3 in = v1*r1+v2*r2+v3*r3;
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float length = vse.length();
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vse /= length;
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float d = (in-_s)*vse;
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if (d<0.0f) return false;
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if (d>length) return false;
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r = d/length;
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return true;
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}
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