/******************************************************************************* Copyright (c) 2009, Charles McGarvey All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *******************************************************************************/ #ifndef _MOOF_LINE_HH_ #define _MOOF_LINE_HH_ #include #include #include #include #include #include #include namespace Mf { template struct Line : public Drawable, public Shape { typedef cml::vector< Scalar, cml::fixed > Vector; Vector a; Vector b; Line() {} Line(const Vector& point1, const Vector& point2) : a(point1), b(point2) {} bool intersectRay(const Ray<2>& ray, Ray<2>::Intersection& hit) const { // solve: Cx + r*Dx = Ax + s(Bx - Ax) // Cy + r*Dy = Ay + s(By - Ay) // where: 0 <= s <= 1 if intersection // given: A = a // B = b // C = ray.point // D = ray.direction Scalar denom = ray.direction[0] * (b[1] - a[1]) + ray.direction[1] * (a[0] - b[0]); // check if the ray and line are parallel //if (isEqual(denom, SCALAR(0.0))) if (denom == SCALAR(0.0)) { Scalar numer = a[0] * (ray.point[1] - b[1]) + b[0] * (a[1] - ray.point[1]) + ray.point[0] * (b[1] - a[1]); // check if they are collinear if (isEqual(numer, SCALAR(0.0))) { hit.distance = SCALAR(0.0); hit.normal.set(0.0, 0.0); return true; } return false; } Scalar s = (ray.direction[0] * (ray.point[1] - a[1]) + ray.direction[1] * (a[0] - ray.point[0])) / denom; // check if the ray hits the segment if (s < SCALAR(0.0) || s > SCALAR(1.0)) return false; hit.distance = -(a[0] * (ray.point[1] - b[1]) + b[0] * (a[1] - ray.point[1]) + ray.point[0] * (b[1] - a[1])) / denom; if (hit.distance < SCALAR(0.0)) return false; Vector normal = cml::perp(a - b); if (cml::dot(a - ray.point, normal) < 0) hit.normal = normal; else hit.normal = -normal; return true; } void draw(Scalar alpha = 0.0) const { Mf::Texture::resetBind(); glBegin(GL_LINES); glVertex(a); glVertex(b); glEnd(); } }; template struct Polygon : public Shape { typedef cml::vector< Scalar, cml::fixed > Vector; Vector points[N]; }; } // namespace Mf #endif // _MOOF_LINE_HH_ /** vim: set ts=4 sw=4 tw=80: *************************************************/