/////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas // Digital Ltd. LLC // // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following disclaimer // in the documentation and/or other materials provided with the // distribution. // * Neither the name of Industrial Light & Magic nor the names of // its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // /////////////////////////////////////////////////////////////////////////// #ifndef INCLUDED_IMATHLINE_H #define INCLUDED_IMATHLINE_H //------------------------------------- // // A 3D line class template // //------------------------------------- #include "ImathVec.h" #include "ImathLimits.h" #include "ImathMatrix.h" namespace Imath { template class Line3 { public: Vec3 pos; Vec3 dir; //------------------------------------------------------------- // Constructors - default is normalized units along direction //------------------------------------------------------------- Line3() {} Line3(const Vec3& point1, const Vec3& point2); //------------------ // State Query/Set //------------------ void set(const Vec3& point1, const Vec3& point2); //------- // F(t) //------- Vec3 operator() (T parameter) const; //--------- // Query //--------- T distanceTo(const Vec3& point) const; T distanceTo(const Line3& line) const; Vec3 closestPointTo(const Vec3& point) const; Vec3 closestPointTo(const Line3& line) const; }; //-------------------- // Convenient typedefs //-------------------- typedef Line3 Line3f; typedef Line3 Line3d; //--------------- // Implementation //--------------- template inline Line3::Line3(const Vec3 &p0, const Vec3 &p1) { set(p0,p1); } template inline void Line3::set(const Vec3 &p0, const Vec3 &p1) { pos = p0; dir = p1-p0; dir.normalize(); } template inline Vec3 Line3::operator()(T parameter) const { return pos + dir * parameter; } template inline T Line3::distanceTo(const Vec3& point) const { return (closestPointTo(point)-point).length(); } template inline Vec3 Line3::closestPointTo(const Vec3& point) const { return ((point - pos) ^ dir) * dir + pos; } template inline T Line3::distanceTo(const Line3& line) const { T d = (dir % line.dir) ^ (line.pos - pos); return (d >= 0)? d: -d; } template inline Vec3 Line3::closestPointTo(const Line3& line) const { // Assumes the lines are normalized Vec3 posLpos = pos - line.pos ; T c = dir ^ posLpos; T a = line.dir ^ dir; T f = line.dir ^ posLpos ; T num = c - a * f; T denom = a*a - 1; T absDenom = ((denom >= 0)? denom: -denom); if (absDenom < 1) { T absNum = ((num >= 0)? num: -num); if (absNum >= absDenom * limits::max()) return pos; } return pos + dir * (num / denom); } template std::ostream& operator<< (std::ostream &o, const Line3 &line) { return o << "(" << line.pos << ", " << line.dir << ")"; } template inline Line3 operator * (const Line3 &line, const Matrix44 &M) { return Line3( line.pos * M, (line.pos + line.dir) * M ); } } // namespace Imath #endif