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authorJacek Antonelli2008-08-15 23:45:42 -0500
committerJacek Antonelli2008-08-15 23:45:42 -0500
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1/**
2 * @file llline.cpp
3 * @author Andrew Meadows
4 * @brief Simple line class that can compute nearest approach between two lines
5 *
6 * $LicenseInfo:firstyear=2001&license=internal$
7 *
8 * Copyright (c) 2001-2008, Linden Research, Inc.
9 *
10 * The following source code is PROPRIETARY AND CONFIDENTIAL. Use of
11 * this source code is governed by the Linden Lab Source Code Disclosure
12 * Agreement ("Agreement") previously entered between you and Linden
13 * Lab. By accessing, using, copying, modifying or distributing this
14 * software, you acknowledge that you have been informed of your
15 * obligations under the Agreement and agree to abide by those obligations.
16 *
17 * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
18 * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
19 * COMPLETENESS OR PERFORMANCE.
20 * $/LicenseInfo$
21 */
22
23#include "llline.h"
24#include "llrand.h"
25
26const F32 SOME_SMALL_NUMBER = 1.0e-5f;
27const F32 SOME_VERY_SMALL_NUMBER = 1.0e-8f;
28
29LLLine::LLLine()
30: mPoint(0.f, 0.f, 0.f),
31 mDirection(1.f, 0.f, 0.f)
32{ }
33
34LLLine::LLLine( const LLVector3& first_point, const LLVector3& second_point )
35{
36 setPoints(first_point, second_point);
37}
38
39void LLLine::setPoints( const LLVector3& first_point, const LLVector3& second_point )
40{
41 mPoint = first_point;
42 mDirection = second_point - first_point;
43 mDirection.normalize();
44}
45
46void LLLine::setPointDirection( const LLVector3& first_point, const LLVector3& second_point )
47{
48 setPoints(first_point, first_point + second_point);
49}
50
51bool LLLine::intersects( const LLVector3& point, F32 radius ) const
52{
53 LLVector3 other_direction = point - mPoint;
54 LLVector3 nearest_point = mPoint + mDirection * (other_direction * mDirection);
55 F32 nearest_approach = (nearest_point - point).length();
56 return (nearest_approach <= radius);
57}
58
59// returns the point on this line that is closest to some_point
60LLVector3 LLLine::nearestApproach( const LLVector3& some_point ) const
61{
62 return (mPoint + mDirection * ((some_point - mPoint) * mDirection));
63}
64
65// the accuracy of this method sucks when you give it two nearly
66// parallel lines, so you should probably check for parallelism
67// before you call this
68//
69// returns the point on this line that is closest to other_line
70LLVector3 LLLine::nearestApproach( const LLLine& other_line ) const
71{
72 LLVector3 between_points = other_line.mPoint - mPoint;
73 F32 dir_dot_dir = mDirection * other_line.mDirection;
74 F32 one_minus_dir_dot_dir = 1.0f - fabs(dir_dot_dir);
75 if ( one_minus_dir_dot_dir < SOME_VERY_SMALL_NUMBER )
76 {
77#ifdef LL_DEBUG
78 llwarns << "LLLine::nearestApproach() was given two very "
79 << "nearly parallel lines dir1 = " << mDirection
80 << " dir2 = " << other_line.mDirection << " with 1-dot_product = "
81 << one_minus_dir_dot_dir << llendl;
82#endif
83 // the lines are approximately parallel
84 // We shouldn't fall in here because this check should have been made
85 // BEFORE this function was called. We dare not continue with the
86 // computations for fear of division by zero, but we have to return
87 // something so we return a bogus point -- caller beware.
88 return 0.5f * (mPoint + other_line.mPoint);
89 }
90
91 F32 odir_dot_bp = other_line.mDirection * between_points;
92
93 F32 numerator = 0;
94 F32 denominator = 0;
95 for (S32 i=0; i<3; i++)
96 {
97 F32 factor = dir_dot_dir * other_line.mDirection.mV[i] - mDirection.mV[i];
98 numerator += ( between_points.mV[i] - odir_dot_bp * other_line.mDirection.mV[i] ) * factor;
99 denominator -= factor * factor;
100 }
101
102 F32 length_to_nearest_approach = numerator / denominator;
103
104 return mPoint + length_to_nearest_approach * mDirection;
105}
106
107std::ostream& operator<<( std::ostream& output_stream, const LLLine& line )
108{
109 output_stream << "{point=" << line.mPoint << "," << "dir=" << line.mDirection << "}";
110 return output_stream;
111}
112
113
114F32 ALMOST_PARALLEL = 0.99f;
115F32 TOO_SMALL_FOR_DIVISION = 0.0001f;
116
117// returns 'true' if this line intersects the plane
118// on success stores the intersection point in 'result'
119bool LLLine::intersectsPlane( LLVector3& result, const LLLine& plane ) const
120{
121 // p = P + l * d equation for a line
122 //
123 // N * p = D equation for a point
124 //
125 // N * (P + l * d) = D
126 // N*P + l * (N*d) = D
127 // l * (N*d) = D - N*P
128 // l = ( D - N*P ) / ( N*d )
129 //
130
131 F32 dot = plane.mDirection * mDirection;
132 if (fabs(dot) < TOO_SMALL_FOR_DIVISION)
133 {
134 return false;
135 }
136
137 F32 plane_dot = plane.mDirection * plane.mPoint;
138 F32 length = ( plane_dot - (plane.mDirection * mPoint) ) / dot;
139 result = mPoint + length * mDirection;
140 return true;
141}
142
143//static
144// returns 'true' if planes intersect, and stores the result
145// the second and third arguments are treated as planes
146// where mPoint is on the plane and mDirection is the normal
147// result.mPoint will be the intersection line's closest approach
148// to first_plane.mPoint
149bool LLLine::getIntersectionBetweenTwoPlanes( LLLine& result, const LLLine& first_plane, const LLLine& second_plane )
150{
151 // TODO -- if we ever get some generic matrix solving code in our libs
152 // then we should just use that, since this problem is really just
153 // linear algebra.
154
155 F32 dot = fabs(first_plane.mDirection * second_plane.mDirection);
156 if (dot > ALMOST_PARALLEL)
157 {
158 // the planes are nearly parallel
159 return false;
160 }
161
162 LLVector3 direction = first_plane.mDirection % second_plane.mDirection;
163 direction.normalize();
164
165 LLVector3 first_intersection;
166 {
167 LLLine intersection_line(first_plane);
168 intersection_line.mDirection = direction % first_plane.mDirection;
169 intersection_line.mDirection.normalize();
170 intersection_line.intersectsPlane(first_intersection, second_plane);
171 }
172
173 /*
174 LLVector3 second_intersection;
175 {
176 LLLine intersection_line(second_plane);
177 intersection_line.mDirection = direction % second_plane.mDirection;
178 intersection_line.mDirection.normalize();
179 intersection_line.intersectsPlane(second_intersection, first_plane);
180 }
181 */
182
183 result.mPoint = first_intersection;
184 result.mDirection = direction;
185
186 return true;
187}
188
189