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author | Yehonal <yehonal.azeroth@gmail.com> | 2017-10-12 20:00:52 +0200 |
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committer | Yehonal <yehonal.azeroth@gmail.com> | 2017-10-12 20:00:52 +0200 |
commit | f06f32849f1e2c72dc73287c73361174c07ed29e (patch) | |
tree | 70ace68e849cd5ca446fb36279f8125127bb8693 /deps/g3dlite/source/Line.cpp | |
parent | 4df28fd29c6978e669f9950bd38e853fabf9fc8d (diff) |
Directory Structure [step 1]: moving files
working on #672
NOTE: This commit can't be compiled!!
Diffstat (limited to 'deps/g3dlite/source/Line.cpp')
-rw-r--r-- | deps/g3dlite/source/Line.cpp | 89 |
1 files changed, 89 insertions, 0 deletions
diff --git a/deps/g3dlite/source/Line.cpp b/deps/g3dlite/source/Line.cpp new file mode 100644 index 0000000000..195ae7197f --- /dev/null +++ b/deps/g3dlite/source/Line.cpp @@ -0,0 +1,89 @@ +/** + @file Line.cpp + + Line class + + @maintainer Morgan McGuire, graphics3d.com + + @created 2001-06-02 + @edited 2006-01-28 + */ + +#include "G3D/Line.h" +#include "G3D/Plane.h" + +namespace G3D { + +Vector3 Line::intersection(const Plane& plane) const { + float d; + Vector3 normal = plane.normal(); + plane.getEquation(normal, d); + float rate = _direction.dot(normal); + + if (rate == 0) { + + return Vector3::inf(); + + } else { + float t = -(d + _point.dot(normal)) / rate; + + return _point + _direction * t; + } +} + + +Line::Line(class BinaryInput& b) { + deserialize(b); +} + + +void Line::serialize(class BinaryOutput& b) const { + _point.serialize(b); + _direction.serialize(b); +} + + +void Line::deserialize(class BinaryInput& b) { + _point.deserialize(b); + _direction.deserialize(b); +} + + +Vector3 Line::closestPoint(const Vector3& pt) const { + float t = _direction.dot(pt - _point); + return _point + _direction * t; +} + + +Vector3 Line::point() const { + return _point; +} + + +Vector3 Line::direction() const { + return _direction; +} + + +Vector3 Line::closestPoint(const Line& B, float& minDist) const { + const Vector3& P1 = _point; + const Vector3& U1 = _direction; + + Vector3 P2 = B.point(); + Vector3 U2 = B.direction(); + + const Vector3& P21 = P2 - P1; + const Vector3& M = U2.cross(U1); + float m2 = M.length(); + + Vector3 R = P21.cross(M) / m2; + + float t1 = R.dot(U2); + + minDist = abs(P21.dot(M)) / sqrt(m2); + + return P1 + t1 * U1; +} + +} + |