63 lines
1.9 KiB
C++
63 lines
1.9 KiB
C++
// llline.h
|
|
/**
|
|
* @file llline.cpp
|
|
* @author Andrew Meadows
|
|
* @brief Simple line for computing nearest approach between two infinite lines
|
|
*
|
|
* Copyright (c) 2006-$CurrentYear$, Linden Research, Inc.
|
|
* $License$
|
|
*/
|
|
|
|
#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
|