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// llline.h
/**
* @file llline.cpp
* @author Andrew Meadows
* @brief Simple line for computing nearest approach between two infinite lines
*
* $LicenseInfo:firstyear=2006&license=internal$
*
* Copyright (c) 2006-2009, 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.
* $/LicenseInfo$
*/
#ifndef LL_LINE_H
#define LL_LINE_H
#include <iostream>
#include "stdtypes.h"
#include "v3math.h"
const F32 DEFAULT_INTERSECTION_ERROR = 0.000001f;
class LLLine
{
public:
LLLine();
LLLine( const LLVector3& first_point, const LLVector3& second_point );
virtual ~LLLine() {};
void setPointDirection( const LLVector3& first_point, const LLVector3& second_point );
void setPoints( const LLVector3& first_point, const LLVector3& second_point );
bool intersects( const LLVector3& point, F32 radius = DEFAULT_INTERSECTION_ERROR ) const;
// returns the point on this line that is closest to some_point
LLVector3 nearestApproach( const LLVector3& some_point ) const;
// returns the point on this line that is closest to other_line
LLVector3 nearestApproach( const LLLine& other_line ) const;
friend std::ostream& operator<<( std::ostream& output_stream, const LLLine& line );
// returns 'true' if this line intersects the plane
// on success stores the intersection point in 'result'
bool intersectsPlane( LLVector3& result, const LLLine& plane ) const;
// 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
static bool getIntersectionBetweenTwoPlanes( LLLine& result, const LLLine& first_plane, const LLLine& second_plane );
const LLVector3& getPoint() const { return mPoint; }
const LLVector3& getDirection() const { return mDirection; }
protected:
// these are protected because some code assumes that the normal is
// always correct and properly normalized.
LLVector3 mPoint;
LLVector3 mDirection;
};
#endif
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