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[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
53 Line() {}
54
55 Line(const Vector& point1, const Vector& point2) :
56 a(point1),
57 b(point2) {}
58
59 bool intersectRay(const Ray<2>& ray, Ray<2>::Intersection& hit) const
60 {
61 // solve: Cx + r*Dx = Ax + s(Bx - Ax)
62 // Cy + r*Dy = Ay + s(By - Ay)
63 // where: 0 <= s <= 1 if intersection
64 // given: A = a
65 // B = b
66 // C = ray.point
67 // D = ray.direction
68
69 Scalar denom = ray.direction[0] * (b[1] - a[1]) +
70 ray.direction[1] * (a[0] - b[0]);
71
72 // check if the ray and line are parallel
73 //if (isEqual(denom, SCALAR(0.0)))
74 if (denom == SCALAR(0.0))
75 {
76 Scalar numer = a[0] * (ray.point[1] - b[1]) +
77 b[0] * (a[1] - ray.point[1]) +
78 ray.point[0] * (b[1] - a[1]);
79
80 // check if they are collinear
81 if (isEqual(numer, SCALAR(0.0)))
82 {
83 hit.distance = SCALAR(0.0);
84 hit.normal.set(0.0, 0.0);
85 return true;
86 }
87
88 return false;
89 }
90
91 Scalar s = (ray.direction[0] * (ray.point[1] - a[1]) +
92 ray.direction[1] * (a[0] - ray.point[0])) / denom;
93
94 // check if the ray hits the segment
95 if (s < SCALAR(0.0) || s > SCALAR(1.0)) return false;
96
97 hit.distance = -(a[0] * (ray.point[1] - b[1]) +
98 b[0] * (a[1] - ray.point[1]) +
99 ray.point[0] * (b[1] - a[1])) / denom;
100 if (hit.distance < SCALAR(0.0)) return false;
101
102 Vector normal = cml::perp(a - b);
103 if (cml::dot(a - ray.point, normal) < 0) hit.normal = normal;
104 else hit.normal = -normal;
105 return true;
106 }
107
108 void draw(Scalar alpha = 0.0) const
109 {
110 Mf::Texture::resetBind();
111 glBegin(GL_LINES);
112 glVertex(a);
113 glVertex(b);
114 glEnd();
115 }
116 };
117
118
119 template <int D, int N>
120 struct Polygon : public Shape<D>
121 {
122 typedef cml::vector< Scalar, cml::fixed<D> > Vector;
123
124 Vector points[N];
125 };
126
127
128 } // namespace Mf
129
130 #endif // _MOOF_LINE_HH_
131
132 /** vim: set ts=4 sw=4 tw=80: *************************************************/
133
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