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authorAndrey Lihatskiy <alihatskiy@productengine.com>2024-05-15 12:46:26 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2024-05-15 12:46:26 +0300
commitbf1235b017b254ba989b156c73c4ce18ba4e6c23 (patch)
tree8dd5dad68be3aa5cda16938cc3bfaa70f6faad41 /indra/llmath/llline.cpp
parent1e9e5a7b7629276d509c352699fb5891c2dc6587 (diff)
parente7eced3c87310b15ac20cc3cd470d67686104a14 (diff)
Merge branch 'marchcat/w-whitespace' into marchcat/x-mf-merge
Diffstat (limited to 'indra/llmath/llline.cpp')
-rw-r--r--indra/llmath/llline.cpp220
1 files changed, 110 insertions, 110 deletions
diff --git a/indra/llmath/llline.cpp b/indra/llmath/llline.cpp
index cfee315b55..70c68dd42f 100644
--- a/indra/llmath/llline.cpp
+++ b/indra/llmath/llline.cpp
@@ -1,4 +1,4 @@
-/**
+/**
* @file llline.cpp
* @author Andrew Meadows
* @brief Simple line class that can compute nearest approach between two lines
@@ -6,21 +6,21 @@
* $LicenseInfo:firstyear=2006&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* 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 GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -33,87 +33,87 @@
const F32 SOME_VERY_SMALL_NUMBER = 1.0e-8f;
LLLine::LLLine()
-: mPoint(0.f, 0.f, 0.f),
- mDirection(1.f, 0.f, 0.f)
+: mPoint(0.f, 0.f, 0.f),
+ mDirection(1.f, 0.f, 0.f)
{ }
LLLine::LLLine( const LLVector3& first_point, const LLVector3& second_point )
{
- setPoints(first_point, second_point);
+ setPoints(first_point, second_point);
}
void LLLine::setPoints( const LLVector3& first_point, const LLVector3& second_point )
{
- mPoint = first_point;
- mDirection = second_point - first_point;
- mDirection.normalize();
+ mPoint = first_point;
+ mDirection = second_point - first_point;
+ mDirection.normalize();
}
void LLLine::setPointDirection( const LLVector3& first_point, const LLVector3& second_point )
{
- setPoints(first_point, first_point + second_point);
+ setPoints(first_point, first_point + second_point);
}
bool LLLine::intersects( const LLVector3& point, F32 radius ) const
{
- LLVector3 other_direction = point - mPoint;
- LLVector3 nearest_point = mPoint + mDirection * (other_direction * mDirection);
- F32 nearest_approach = (nearest_point - point).length();
- return (nearest_approach <= radius);
+ LLVector3 other_direction = point - mPoint;
+ LLVector3 nearest_point = mPoint + mDirection * (other_direction * mDirection);
+ F32 nearest_approach = (nearest_point - point).length();
+ return (nearest_approach <= radius);
}
// returns the point on this line that is closest to some_point
LLVector3 LLLine::nearestApproach( const LLVector3& some_point ) const
{
- return (mPoint + mDirection * ((some_point - mPoint) * mDirection));
+ return (mPoint + mDirection * ((some_point - mPoint) * mDirection));
}
// the accuracy of this method sucks when you give it two nearly
// parallel lines, so you should probably check for parallelism
// before you call this
-//
+//
// returns the point on this line that is closest to other_line
LLVector3 LLLine::nearestApproach( const LLLine& other_line ) const
{
- LLVector3 between_points = other_line.mPoint - mPoint;
- F32 dir_dot_dir = mDirection * other_line.mDirection;
- F32 one_minus_dir_dot_dir = 1.0f - fabs(dir_dot_dir);
- if ( one_minus_dir_dot_dir < SOME_VERY_SMALL_NUMBER )
- {
+ LLVector3 between_points = other_line.mPoint - mPoint;
+ F32 dir_dot_dir = mDirection * other_line.mDirection;
+ F32 one_minus_dir_dot_dir = 1.0f - fabs(dir_dot_dir);
+ if ( one_minus_dir_dot_dir < SOME_VERY_SMALL_NUMBER )
+ {
#ifdef LL_DEBUG
- LL_WARNS() << "LLLine::nearestApproach() was given two very "
- << "nearly parallel lines dir1 = " << mDirection
- << " dir2 = " << other_line.mDirection << " with 1-dot_product = "
- << one_minus_dir_dot_dir << LL_ENDL;
+ LL_WARNS() << "LLLine::nearestApproach() was given two very "
+ << "nearly parallel lines dir1 = " << mDirection
+ << " dir2 = " << other_line.mDirection << " with 1-dot_product = "
+ << one_minus_dir_dot_dir << LL_ENDL;
#endif
- // the lines are approximately parallel
- // We shouldn't fall in here because this check should have been made
- // BEFORE this function was called. We dare not continue with the
- // computations for fear of division by zero, but we have to return
- // something so we return a bogus point -- caller beware.
- return 0.5f * (mPoint + other_line.mPoint);
- }
-
- F32 odir_dot_bp = other_line.mDirection * between_points;
-
- F32 numerator = 0;
- F32 denominator = 0;
- for (S32 i=0; i<3; i++)
- {
- F32 factor = dir_dot_dir * other_line.mDirection.mV[i] - mDirection.mV[i];
- numerator += ( between_points.mV[i] - odir_dot_bp * other_line.mDirection.mV[i] ) * factor;
- denominator -= factor * factor;
- }
-
- F32 length_to_nearest_approach = numerator / denominator;
-
- return mPoint + length_to_nearest_approach * mDirection;
+ // the lines are approximately parallel
+ // We shouldn't fall in here because this check should have been made
+ // BEFORE this function was called. We dare not continue with the
+ // computations for fear of division by zero, but we have to return
+ // something so we return a bogus point -- caller beware.
+ return 0.5f * (mPoint + other_line.mPoint);
+ }
+
+ F32 odir_dot_bp = other_line.mDirection * between_points;
+
+ F32 numerator = 0;
+ F32 denominator = 0;
+ for (S32 i=0; i<3; i++)
+ {
+ F32 factor = dir_dot_dir * other_line.mDirection.mV[i] - mDirection.mV[i];
+ numerator += ( between_points.mV[i] - odir_dot_bp * other_line.mDirection.mV[i] ) * factor;
+ denominator -= factor * factor;
+ }
+
+ F32 length_to_nearest_approach = numerator / denominator;
+
+ return mPoint + length_to_nearest_approach * mDirection;
}
std::ostream& operator<<( std::ostream& output_stream, const LLLine& line )
{
- output_stream << "{point=" << line.mPoint << "," << "dir=" << line.mDirection << "}";
- return output_stream;
+ output_stream << "{point=" << line.mPoint << "," << "dir=" << line.mDirection << "}";
+ return output_stream;
}
@@ -124,72 +124,72 @@ F32 TOO_SMALL_FOR_DIVISION = 0.0001f;
// on success stores the intersection point in 'result'
bool LLLine::intersectsPlane( LLVector3& result, const LLLine& plane ) const
{
- // p = P + l * d equation for a line
- //
- // N * p = D equation for a point
- //
- // N * (P + l * d) = D
- // N*P + l * (N*d) = D
- // l * (N*d) = D - N*P
- // l = ( D - N*P ) / ( N*d )
- //
-
- F32 dot = plane.mDirection * mDirection;
- if (fabs(dot) < TOO_SMALL_FOR_DIVISION)
- {
- return false;
- }
-
- F32 plane_dot = plane.mDirection * plane.mPoint;
- F32 length = ( plane_dot - (plane.mDirection * mPoint) ) / dot;
- result = mPoint + length * mDirection;
- return true;
+ // p = P + l * d equation for a line
+ //
+ // N * p = D equation for a point
+ //
+ // N * (P + l * d) = D
+ // N*P + l * (N*d) = D
+ // l * (N*d) = D - N*P
+ // l = ( D - N*P ) / ( N*d )
+ //
+
+ F32 dot = plane.mDirection * mDirection;
+ if (fabs(dot) < TOO_SMALL_FOR_DIVISION)
+ {
+ return false;
+ }
+
+ F32 plane_dot = plane.mDirection * plane.mPoint;
+ F32 length = ( plane_dot - (plane.mDirection * mPoint) ) / dot;
+ result = mPoint + length * mDirection;
+ return true;
}
-//static
-// returns 'true' if planes intersect, and stores the result
+//static
+// returns 'true' if planes intersect, and stores the result
// the second and third arguments are treated as planes
// where mPoint is on the plane and mDirection is the normal
-// result.mPoint will be the intersection line's closest approach
+// result.mPoint will be the intersection line's closest approach
// to first_plane.mPoint
bool LLLine::getIntersectionBetweenTwoPlanes( LLLine& result, const LLLine& first_plane, const LLLine& second_plane )
{
- // TODO -- if we ever get some generic matrix solving code in our libs
- // then we should just use that, since this problem is really just
- // linear algebra.
-
- F32 dot = fabs(first_plane.mDirection * second_plane.mDirection);
- if (dot > ALMOST_PARALLEL)
- {
- // the planes are nearly parallel
- return false;
- }
-
- LLVector3 direction = first_plane.mDirection % second_plane.mDirection;
- direction.normalize();
-
- LLVector3 first_intersection;
- {
- LLLine intersection_line(first_plane);
- intersection_line.mDirection = direction % first_plane.mDirection;
- intersection_line.mDirection.normalize();
- intersection_line.intersectsPlane(first_intersection, second_plane);
- }
-
- /*
- LLVector3 second_intersection;
- {
- LLLine intersection_line(second_plane);
- intersection_line.mDirection = direction % second_plane.mDirection;
- intersection_line.mDirection.normalize();
- intersection_line.intersectsPlane(second_intersection, first_plane);
- }
- */
-
- result.mPoint = first_intersection;
- result.mDirection = direction;
-
- return true;
+ // TODO -- if we ever get some generic matrix solving code in our libs
+ // then we should just use that, since this problem is really just
+ // linear algebra.
+
+ F32 dot = fabs(first_plane.mDirection * second_plane.mDirection);
+ if (dot > ALMOST_PARALLEL)
+ {
+ // the planes are nearly parallel
+ return false;
+ }
+
+ LLVector3 direction = first_plane.mDirection % second_plane.mDirection;
+ direction.normalize();
+
+ LLVector3 first_intersection;
+ {
+ LLLine intersection_line(first_plane);
+ intersection_line.mDirection = direction % first_plane.mDirection;
+ intersection_line.mDirection.normalize();
+ intersection_line.intersectsPlane(first_intersection, second_plane);
+ }
+
+ /*
+ LLVector3 second_intersection;
+ {
+ LLLine intersection_line(second_plane);
+ intersection_line.mDirection = direction % second_plane.mDirection;
+ intersection_line.mDirection.normalize();
+ intersection_line.intersectsPlane(second_intersection, first_plane);
+ }
+ */
+
+ result.mPoint = first_intersection;
+ result.mDirection = direction;
+
+ return true;
}