// llline.h /** * @file llline.cpp * @author Andrew Meadows * @brief Simple line for computing nearest approach between two infinite lines * * $LicenseInfo:firstyear=2006&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #ifndef LL_LINE_H #define LL_LINE_H #include <iostream> #include "stdtypes.h" #include "v3math.h" const F32 DEFAULT_INTERSECTION_ERROR = 0.000001f; class LLLine { public: LLLine(); LLLine( const LLVector3& first_point, const LLVector3& second_point ); virtual ~LLLine() {}; void setPointDirection( const LLVector3& first_point, const LLVector3& second_point ); void setPoints( const LLVector3& first_point, const LLVector3& second_point ); bool intersects( const LLVector3& point, F32 radius = DEFAULT_INTERSECTION_ERROR ) const; // returns the point on this line that is closest to some_point LLVector3 nearestApproach( const LLVector3& some_point ) const; // returns the point on this line that is closest to other_line LLVector3 nearestApproach( const LLLine& other_line ) const; friend std::ostream& operator<<( std::ostream& output_stream, const LLLine& line ); // returns 'true' if this line intersects the plane // on success stores the intersection point in 'result' bool intersectsPlane( LLVector3& result, const LLLine& plane ) const; // 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 // to first_plane.mPoint static bool getIntersectionBetweenTwoPlanes( LLLine& result, const LLLine& first_plane, const LLLine& second_plane ); const LLVector3& getPoint() const { return mPoint; } const LLVector3& getDirection() const { return mDirection; } protected: // these are protected because some code assumes that the normal is // always correct and properly normalized. LLVector3 mPoint; LLVector3 mDirection; }; #endif