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118 lines
2.6 KiB
C++
118 lines
2.6 KiB
C++
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#if !defined( INCLUDED_MATH_LINE_H )
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#define INCLUDED_MATH_LINE_H
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/// \file
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/// \brief Line data types and related operations.
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#include "math/vector.h"
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#include "math/plane.h"
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/// \brief A line segment defined by a start point and and end point.
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class Line
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{
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public:
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Vector3 start, end;
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Line(){
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}
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Line( const Vector3& start_, const Vector3& end_ ) : start( start_ ), end( end_ ){
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}
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};
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inline Vector3 line_closest_point( const Line& line, const Vector3& point ){
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Vector3 v = line.end - line.start;
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Vector3 w = point - line.start;
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double c1 = vector3_dot( w,v );
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if ( c1 <= 0 ) {
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return line.start;
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}
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double c2 = vector3_dot( v,v );
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if ( c2 <= c1 ) {
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return line.end;
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}
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return Vector3( line.start + v * ( c1 / c2 ) );
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}
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class Segment
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{
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public:
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Vector3 origin, extents;
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Segment(){
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}
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Segment( const Vector3& origin_, const Vector3& extents_ ) :
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origin( origin_ ), extents( extents_ ){
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}
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};
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inline Segment segment_for_startend( const Vector3& start, const Vector3& end ){
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Segment segment;
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segment.origin = vector3_mid( start, end );
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segment.extents = vector3_subtracted( end, segment.origin );
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return segment;
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}
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inline unsigned int segment_classify_plane( const Segment& segment, const Plane3& plane ){
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double distance_origin = vector3_dot( plane.normal(), segment.origin ) + plane.dist();
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if ( fabs( distance_origin ) < fabs( vector3_dot( plane.normal(), segment.extents ) ) ) {
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return 1; // partially inside
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}
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else if ( distance_origin < 0 ) {
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return 2; // totally inside
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}
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return 0; // totally outside
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}
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class Ray
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{
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public:
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Vector3 origin, direction;
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Ray(){
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}
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Ray( const Vector3& origin_, const Vector3& direction_ ) :
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origin( origin_ ), direction( direction_ ){
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}
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};
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inline Ray ray_for_points( const Vector3& origin, const Vector3& p2 ){
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return Ray( origin, vector3_normalised( vector3_subtracted( p2, origin ) ) );
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}
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inline void ray_transform( Ray& ray, const Matrix4& matrix ){
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matrix4_transform_point( matrix, ray.origin );
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matrix4_transform_direction( matrix, ray.direction );
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}
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// closest-point-on-line
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inline double ray_squared_distance_to_point( const Ray& ray, const Vector3& point ){
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return vector3_length_squared(
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vector3_subtracted(
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point,
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vector3_added(
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ray.origin,
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vector3_scaled(
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ray.direction,
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vector3_dot(
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vector3_subtracted( point, ray.origin ),
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ray.direction
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)
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)
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)
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)
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);
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}
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inline double ray_distance_to_plane( const Ray& ray, const Plane3& plane ){
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return -( vector3_dot( plane.normal(), ray.origin ) - plane.dist() ) / vector3_dot( ray.direction, plane.normal() );
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}
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#endif
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