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// 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
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