]> Dogcows Code - chaz/yoink/blobdiff - src/Moof/Line.hh
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[chaz/yoink] / src / Moof / Line.hh
diff --git a/src/Moof/Line.hh b/src/Moof/Line.hh
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-
-/*]  Copyright (c) 2009-2010, Charles McGarvey  [**************************
-**]  All rights reserved.
-*
-* vi:ts=4 sw=4 tw=75
-*
-* Distributable under the terms and conditions of the 2-clause BSD license;
-* see the file COPYING for a complete text of the license.
-*
-**************************************************************************/
-
-#ifndef _MOOF_LINE_HH_
-#define _MOOF_LINE_HH_
-
-#include <Moof/Contact.hh>
-#include <Moof/Drawable.hh>
-#include <Moof/Log.hh>
-#include <Moof/Math.hh>
-#include <Moof/OpenGL.hh>
-#include <Moof/Ray.hh>
-#include <Moof/Shape.hh>
-#include <Moof/Sphere.hh>
-#include <Moof/Texture.hh>
-
-
-namespace Mf {
-
-
-template <int D>
-struct Line : public Drawable, public Shape<D>
-{
-       typedef cml::vector< Scalar, cml::fixed<D> > Vector;
-
-       Vector  a;
-       Vector  b;
-
-
-       Line() {}
-
-       Line(const Vector& point1, const Vector& point2) :
-               a(point1),
-               b(point2) {}
-
-
-       Vector getDirection() const
-       {
-               return b - a;
-       }
-
-       Scalar getLength() const
-       {
-               return getDirection().length();
-       }
-
-
-       bool intersect(const Line& other, Contact<D>& hit) const
-       {
-               Scalar d = (other.b[1] - other.a[1]) * (b[0] - a[0]) -
-                                  (other.b[0] - other.a[0]) * (b[1] - a[1]);
-
-               if (d == SCALAR(0.0)) return false;                     // lines are parallel
-               // ignoring the (somewhat remote) possibility of coincidence
-
-               Scalar m = ((other.b[0] - other.a[0]) * (a[1] - other.a[1]) -
-                                       (other.b[1] - other.a[1]) * (a[0] - other.a[0])) / d;
-
-               Scalar n = ((b[0] - a[0]) * (b[1] - other.a[1]) -
-                                       (b[1] - a[1]) * (b[0] - other.a[0])) / d;
-
-               if (m < SCALAR(0.0) || m > SCALAR(1.0) ||       // not intersecting
-                       n < SCALAR(0.0) || n > SCALAR(1.0)) return false;
-
-               Vector2 tangent = b - a;
-               Vector2 normal = cml::perp(tangent).normalize();
-
-               if (cml::dot(normal, other.a - other.b) < SCALAR(0.0))
-               {
-                       normal = -normal;
-               }
-
-               hit.point = a + m * tangent;
-               hit.normal = normal;
-               hit.distance = (other.b - hit.point).length();
-
-               return true;
-       }
-
-       bool intersect(const Sphere<D>& other, Contact<D>& hit) const
-       {
-               Vector surface = b - a;
-               Vector toPoint = other.point - a;
-
-               Scalar surfaceLength = surface.length();
-               surface.normalize();
-
-               Scalar projection = cml::dot(surface, toPoint);
-
-               if (projection < SCALAR(0.0) || projection > surfaceLength)
-               {
-                       // try endpoints
-                       
-                       if (other.intersect(a, hit))
-                       {
-                               hit.normal = -hit.normal;
-                               hit.point = a;
-                               return true;
-                       }
-                       else if (other.intersect(b, hit))
-                       {
-                               hit.normal = -hit.normal;
-                               hit.point = b;
-                               return true;
-                       }
-                       
-                       return false;
-               }
-
-               Vector point = a + surface * projection;
-               Vector normal = other.point - point;
-
-               Scalar distance = normal.length();
-
-               if (distance > other.radius) false;             // not intersecting
-
-               normal.normalize();
-
-               hit.distance = other.radius - distance;
-               hit.point = point;
-               hit.normal = normal;
-
-               return true;
-       }
-
-
-       bool intersectRay(const Ray<2>& ray, Ray<2>::Contact& hit) const
-       {
-               Vector2 v1 = a - ray.point;
-               Scalar  a1 = cml::signed_angle_2D(v1, b - ray.point);
-
-               //logWarning << "angle:::::::::: " << a1 << std::endl;
-
-               if (a1 == Constants::pi())
-               {
-                       hit.distance = 5.4321;
-                       return true;
-               }
-               else if (a1 == SCALAR(0.0))
-               {
-                       hit.distance = 99999.0;
-                       return true;
-               }
-
-               Scalar  a2 = cml::signed_angle_2D(v1, ray.direction);
-
-               if (a2 < SCALAR(0.0) || a2 > a1) return false;
-
-               //hit.distance = 1.23456;
-               //hit.normal = Vector2(0.0, 0.0);
-
-               Vector2 n = (b - a).normalize();
-               Scalar  z = cml::dot(ray.point - a, n);
-               Vector2 p = a + n * z;
-               hit.distance = (ray.point - p).length();
-               hit.normal = cml::perp(a - b);
-               return true;
-
-
-               /*
-               // 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;
-
-               // check if the intersection is behind the ray
-               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();
-       }
-};
-
-
-typedef Line<2>                Line2;
-typedef Line<3>                Line3;
-
-
-template <int D, int N>
-struct Polygon : public Drawable, public Shape<D>
-{
-       typedef cml::vector< Scalar, cml::fixed<D> > Vector;
-
-       Vector  points[N];
-
-       Polygon() {}
-
-       bool intersectRay(const Ray<D>& ray, typename Ray<D>::Contact& hit)
-       {
-               return false;
-       }
-
-       void draw(Scalar alpha = 0.0) const
-       {
-               Mf::Texture::resetBind();
-               glBegin(GL_POLYGON);
-               for (int i = 0; i < D; ++i)
-               {
-                       glVertex(points[0]);
-               }
-               glEnd();
-       }
-};
-
-
-typedef Polygon<2,3>   Triangle2;
-typedef Polygon<3,3>   Triangle3;
-
-
-template <int D>
-bool intersect(const Line<D>& line, const Sphere<D>& sphere,
-                          Contact<D>& hit)
-{
-       return false;
-}
-
-
-} // namespace Mf
-
-#endif // _MOOF_LINE_HH_
-
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