From ce28e056c20bf2723f565bbf464b87781ec248a2 Mon Sep 17 00:00:00 2001 From: Jacek Antonelli Date: Fri, 15 Aug 2008 23:45:42 -0500 Subject: Second Life viewer sources 1.20.2 --- linden/indra/llmath/llline.cpp | 189 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 189 insertions(+) create mode 100644 linden/indra/llmath/llline.cpp (limited to 'linden/indra/llmath/llline.cpp') diff --git a/linden/indra/llmath/llline.cpp b/linden/indra/llmath/llline.cpp new file mode 100644 index 0000000..9c41efb --- /dev/null +++ b/linden/indra/llmath/llline.cpp @@ -0,0 +1,189 @@ +/** + * @file llline.cpp + * @author Andrew Meadows + * @brief Simple line class that can compute nearest approach between two lines + * + * $LicenseInfo:firstyear=2001&license=internal$ + * + * Copyright (c) 2001-2008, Linden Research, Inc. + * + * The following source code is PROPRIETARY AND CONFIDENTIAL. Use of + * this source code is governed by the Linden Lab Source Code Disclosure + * Agreement ("Agreement") previously entered between you and Linden + * Lab. By accessing, using, copying, modifying or distributing this + * software, you acknowledge that you have been informed of your + * obligations under the Agreement and agree to abide by those obligations. + * + * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO + * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, + * COMPLETENESS OR PERFORMANCE. + * $/LicenseInfo$ + */ + +#include "llline.h" +#include "llrand.h" + +const F32 SOME_SMALL_NUMBER = 1.0e-5f; +const F32 SOME_VERY_SMALL_NUMBER = 1.0e-8f; + +LLLine::LLLine() +: mPoint(0.f, 0.f, 0.f), + mDirection(1.f, 0.f, 0.f) +{ } + +LLLine::LLLine( const LLVector3& first_point, const LLVector3& second_point ) +{ + setPoints(first_point, second_point); +} + +void LLLine::setPoints( const LLVector3& first_point, const LLVector3& second_point ) +{ + mPoint = first_point; + mDirection = second_point - first_point; + mDirection.normalize(); +} + +void LLLine::setPointDirection( const LLVector3& first_point, const LLVector3& second_point ) +{ + setPoints(first_point, first_point + second_point); +} + +bool LLLine::intersects( const LLVector3& point, F32 radius ) const +{ + LLVector3 other_direction = point - mPoint; + LLVector3 nearest_point = mPoint + mDirection * (other_direction * mDirection); + F32 nearest_approach = (nearest_point - point).length(); + return (nearest_approach <= radius); +} + +// returns the point on this line that is closest to some_point +LLVector3 LLLine::nearestApproach( const LLVector3& some_point ) const +{ + return (mPoint + mDirection * ((some_point - mPoint) * mDirection)); +} + +// the accuracy of this method sucks when you give it two nearly +// parallel lines, so you should probably check for parallelism +// before you call this +// +// returns the point on this line that is closest to other_line +LLVector3 LLLine::nearestApproach( const LLLine& other_line ) const +{ + LLVector3 between_points = other_line.mPoint - mPoint; + F32 dir_dot_dir = mDirection * other_line.mDirection; + F32 one_minus_dir_dot_dir = 1.0f - fabs(dir_dot_dir); + if ( one_minus_dir_dot_dir < SOME_VERY_SMALL_NUMBER ) + { +#ifdef LL_DEBUG + llwarns << "LLLine::nearestApproach() was given two very " + << "nearly parallel lines dir1 = " << mDirection + << " dir2 = " << other_line.mDirection << " with 1-dot_product = " + << one_minus_dir_dot_dir << llendl; +#endif + // the lines are approximately parallel + // We shouldn't fall in here because this check should have been made + // BEFORE this function was called. We dare not continue with the + // computations for fear of division by zero, but we have to return + // something so we return a bogus point -- caller beware. + return 0.5f * (mPoint + other_line.mPoint); + } + + F32 odir_dot_bp = other_line.mDirection * between_points; + + F32 numerator = 0; + F32 denominator = 0; + for (S32 i=0; i<3; i++) + { + F32 factor = dir_dot_dir * other_line.mDirection.mV[i] - mDirection.mV[i]; + numerator += ( between_points.mV[i] - odir_dot_bp * other_line.mDirection.mV[i] ) * factor; + denominator -= factor * factor; + } + + F32 length_to_nearest_approach = numerator / denominator; + + return mPoint + length_to_nearest_approach * mDirection; +} + +std::ostream& operator<<( std::ostream& output_stream, const LLLine& line ) +{ + output_stream << "{point=" << line.mPoint << "," << "dir=" << line.mDirection << "}"; + return output_stream; +} + + +F32 ALMOST_PARALLEL = 0.99f; +F32 TOO_SMALL_FOR_DIVISION = 0.0001f; + +// returns 'true' if this line intersects the plane +// on success stores the intersection point in 'result' +bool LLLine::intersectsPlane( LLVector3& result, const LLLine& plane ) const +{ + // p = P + l * d equation for a line + // + // N * p = D equation for a point + // + // N * (P + l * d) = D + // N*P + l * (N*d) = D + // l * (N*d) = D - N*P + // l = ( D - N*P ) / ( N*d ) + // + + F32 dot = plane.mDirection * mDirection; + if (fabs(dot) < TOO_SMALL_FOR_DIVISION) + { + return false; + } + + F32 plane_dot = plane.mDirection * plane.mPoint; + F32 length = ( plane_dot - (plane.mDirection * mPoint) ) / dot; + result = mPoint + length * mDirection; + return true; +} + +//static +// returns 'true' if planes intersect, and stores the result +// the second and third arguments are treated as planes +// where mPoint is on the plane and mDirection is the normal +// result.mPoint will be the intersection line's closest approach +// to first_plane.mPoint +bool LLLine::getIntersectionBetweenTwoPlanes( LLLine& result, const LLLine& first_plane, const LLLine& second_plane ) +{ + // TODO -- if we ever get some generic matrix solving code in our libs + // then we should just use that, since this problem is really just + // linear algebra. + + F32 dot = fabs(first_plane.mDirection * second_plane.mDirection); + if (dot > ALMOST_PARALLEL) + { + // the planes are nearly parallel + return false; + } + + LLVector3 direction = first_plane.mDirection % second_plane.mDirection; + direction.normalize(); + + LLVector3 first_intersection; + { + LLLine intersection_line(first_plane); + intersection_line.mDirection = direction % first_plane.mDirection; + intersection_line.mDirection.normalize(); + intersection_line.intersectsPlane(first_intersection, second_plane); + } + + /* + LLVector3 second_intersection; + { + LLLine intersection_line(second_plane); + intersection_line.mDirection = direction % second_plane.mDirection; + intersection_line.mDirection.normalize(); + intersection_line.intersectsPlane(second_intersection, first_plane); + } + */ + + result.mPoint = first_intersection; + result.mDirection = direction; + + return true; +} + + -- cgit v1.1