OpenSceneGraph/include/osg/LineSegment
Robert Osfield e52b95e084 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
2015-04-27 19:31:13 +00:00

105 lines
4.3 KiB
C++

/* -*-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 <osg/Matrix>
#include <osg/BoundingBox>
#include <osg/BoundingSphere>
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