]> Dogcows Code - chaz/yoink/blob - src/Moof/Line.hh
experimental shapes hierarchy and raycasting
[chaz/yoink] / src / Moof / Line.hh
1
2 /*******************************************************************************
3
4 Copyright (c) 2009, Charles McGarvey
5 All rights reserved.
6
7 Redistribution and use in source and binary forms, with or without
8 modification, are permitted provided that the following conditions are met:
9
10 * Redistributions of source code must retain the above copyright notice,
11 this list of conditions and the following disclaimer.
12 * Redistributions in binary form must reproduce the above copyright notice,
13 this list of conditions and the following disclaimer in the documentation
14 and/or other materials provided with the distribution.
15
16 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
17 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
20 FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
21 DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
22 SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
23 CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
24 OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
25 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26
27 *******************************************************************************/
28
29 #ifndef _MOOF_LINE_HH_
30 #define _MOOF_LINE_HH_
31
32 #include <Moof/Drawable.hh>
33 #include <Moof/Math.hh>
34 #include <Moof/OpenGL.hh>
35 #include <Moof/Ray.hh>
36 #include <Moof/Texture.hh>
37
38 #include <Moof/Log.hh>
39
40
41 namespace Mf {
42
43
44 template <int D>
45 struct Line : public Drawable, public Shape<D>
46 {
47 typedef cml::vector< Scalar, cml::fixed<D> > Vector;
48
49 Vector a;
50 Vector b;
51
52 Scalar intersectRay(const Ray<2>& ray, Ray<2>::Intersection& intersection)
53 {
54 // solve: Cx + r*Dx = Ax + s(Bx - Ax)
55 // Cy + r*Dy = Ay + s(By - Ay)
56 // where: 0 <= s <= 1 if intersection
57 // given: A = a
58 // B = b
59 // C = ray.point
60 // D = ray.direction
61
62 Scalar denom = ray.direction[0] * (b[1] - a[1]) +
63 ray.direction[1] * (a[0] - b[0]);
64
65 // check if the ray and line are parallel
66 if (isEqual(denom, SCALAR(0.0)))
67 {
68 Scalar numer = a[0] * (ray.point[1] - b[1]) +
69 b[0] * (a[1] - ray.point[1]) +
70 ray.point[0] * (b[1] - a[1]);
71
72 // check if they are collinear
73 if (isEqual(numer, SCALAR(0.0)))
74 {
75 intersection.point = ray.point;
76 intersection.normal.set(0.0, 0.0);
77 return SCALAR(0.0);
78 }
79
80 return SCALAR(-1.0);
81 }
82
83 Scalar s = (ray.direction[0] * (ray.point[1] - a[1]) +
84 ray.direction[1] * (a[0] - ray.point[0])) / denom;
85
86 // check if the ray hits the segment
87 if (s < SCALAR(0.0) || s > SCALAR(1.0)) return SCALAR(-1.0);
88
89 Scalar r = -(a[0] * (ray.point[1] - b[1]) +
90 b[0] * (a[1] - ray.point[1]) +
91 ray.point[0] * (b[1] - a[1])) / denom;
92
93 // make sure we're dealing with the right side of the ray
94 if (r < SCALAR(0.0)) return SCALAR(-1.0);
95
96 intersection.point = ray.point + r * ray.direction;
97
98 // gotta use the correct normal
99 Vector n = cml::perp(a - b);
100 if (cml::dot(a - ray.point, n) < 0) intersection.normal = n;
101 else intersection.normal = -n;
102
103 return r;
104 }
105
106 void draw(Scalar alpha = 0.0) const
107 {
108 Mf::Texture::resetBind();
109 glBegin(GL_LINES);
110 glVertex(a);
111 glVertex(b);
112 glEnd();
113 }
114 };
115
116
117 template <int D, int N>
118 struct Polygon : public Shape<D>
119 {
120 typedef cml::vector< Scalar, cml::fixed<D> > Vector;
121
122 Vector points[N];
123 };
124
125
126 } // namespace Mf
127
128 #endif // _MOOF_LINE_HH_
129
130 /** vim: set ts=4 sw=4 tw=80: *************************************************/
131
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