a(point1),
b(point2) {}
- bool intersectRay(const Ray<2>& ray, Ray<2>::Intersection& hit) const
+ bool intersectRay(const Ray<2>& ray, Ray<2>::Contact& hit) const
{
// solve: Cx + r*Dx = Ax + s(Bx - Ax)
// Cy + r*Dy = Ay + s(By - Ay)
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);
};
+typedef Line<2> Line2;
+typedef Line<3> Line3;
+
+
template <int D, int N>
-struct Polygon : public Shape<D>
+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;
+
+
} // namespace Mf
#endif // _MOOF_LINE_HH_