e52b95e084
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
105 lines
4.3 KiB
C++
105 lines
4.3 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 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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#ifndef OSG_LINESEGMENT
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#define OSG_LINESEGMENT 1
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#include <osg/Matrix>
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#include <osg/BoundingBox>
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#include <osg/BoundingSphere>
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namespace osg {
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/** LineSegment class for representing a line segment. */
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class OSG_EXPORT LineSegment : public Referenced
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{
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public:
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typedef Vec3d vec_type;
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typedef vec_type::value_type value_type;
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LineSegment() {};
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LineSegment(const LineSegment& seg) : Referenced(),_s(seg._s),_e(seg._e) {}
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LineSegment(const vec_type& s,const vec_type& e) : _s(s),_e(e) {}
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LineSegment& operator = (const LineSegment& seg) { _s = seg._s; _e = seg._e; return *this; }
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inline void set(const vec_type& s,const vec_type& e) { _s=s; _e=e; }
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inline vec_type& start() { return _s; }
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inline const vec_type& start() const { return _s; }
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inline vec_type& end() { return _e; }
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inline const vec_type& end() const { return _e; }
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inline bool valid() const { return _s.valid() && _e.valid() && _s!=_e; }
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/** return true if segment intersects BoundingBox. */
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bool intersect(const BoundingBox& bb) const;
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/** return true if segment intersects BoundingBox and
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* 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.
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*/
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bool intersectAndComputeRatios(const BoundingBox& bb, float& ratioFromStartToEnd1, float& ratioFromStartToEnd2) const;
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/** return true if segment intersects BoundingBox and
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* 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.
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*/
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bool intersectAndComputeRatios(const BoundingBox& bb, double& ratioFromStartToEnd1, double& ratioFromStartToEnd2) const;
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/** return true if segment intersects BoundingSphere. */
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bool intersect(const BoundingSphere& bs) const;
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/** return true if segment intersects BoundingSphere and
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* 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.
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*/
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bool intersectAndComputeRatios(const BoundingSphere& bs, float& ratioFromStartToEnd1, float& ratioFromStartToEnd2) const;
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/** return true if segment intersects BoundingSphere and
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* 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.
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*/
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bool intersectAndComputeRatios(const BoundingSphere& bs,double& ratioFromStartToEnd1, double& ratioFromStartToEnd2) const;
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/** return true if segment intersects triangle and
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* set float ratios where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
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*/
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bool intersect(const Vec3f& v1,const Vec3f& v2,const Vec3f& v3,float& ratioFromStartToEnd);
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/** return true if segment intersects triangle and
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* set double ratios where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
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*/
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bool intersect(const Vec3d& v1,const Vec3d& v2,const Vec3d& v3,double& ratioFromStartToEnd);
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/** post multiply a segment by matrix.*/
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inline void mult(const LineSegment& seg,const Matrix& m) { _s = seg._s*m; _e = seg._e*m; }
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/** pre multiply a segment by matrix.*/
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inline void mult(const Matrix& m,const LineSegment& seg) { _s = m*seg._s; _e = m*seg._e; }
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protected:
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virtual ~LineSegment();
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static bool intersectAndClip(vec_type& s,vec_type& e,const BoundingBox& bb);
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vec_type _s;
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vec_type _e;
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};
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}
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#endif
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