a97dc84228
switching between double and float versions.
86 lines
2.9 KiB
C++
86 lines
2.9 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
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* and return the intersection ratios.
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*/
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bool intersect(const BoundingBox& bb,float& r1,float& r2) 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 return the
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* intersection ratio.
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*/
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bool intersect(const BoundingSphere& bs,float& r1,float& r2) const;
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/** return true if segment intersects triangle
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* and set ratio long segment.
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*/
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bool intersect(const Vec3& v1,const Vec3& v2,const Vec3& v3,float& r);
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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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