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205 lines
7.2 KiB
205 lines
7.2 KiB
/**************************************************************************** |
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* VCGLib o o * |
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* Visual and Computer Graphics Library o o * |
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* _ O _ * |
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* Copyright(C) 2004-2016 \/)\/ * |
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* Visual Computing Lab /\/| * |
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* ISTI - Italian National Research Council | * |
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* \ * |
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* All rights reserved. * |
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* * |
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* This program is free software; you can redistribute it and/or modify * |
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* it under the terms of the GNU General Public License as published by * |
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* the Free Software Foundation; either version 2 of the License, or * |
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* (at your option) any later version. * |
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* * |
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* This program is distributed in the hope that it will be useful, * |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of * |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * |
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) * |
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* for more details. * |
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* * |
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****************************************************************************/ |
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/**************************************************************************** |
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History |
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$Log: not supported by cvs2svn $ |
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Revision 1.4 2004/03/11 11:47:20 tarini |
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minor updates, corrections, added documentations, etc. |
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Revision 1.3 2004/03/10 15:27:18 tarini |
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first version |
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****************************************************************************/ |
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#ifndef __VCGLIB_RAY3 |
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#define __VCGLIB_RAY3 |
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#include <vcg/space/point3.h> |
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namespace vcg { |
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/** \addtogroup space */ |
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/*@{*/ |
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/** |
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Templated class for 3D rays. |
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This is the class for infinite rays in 3D space. A Ray is stored just as two Point3: |
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an origin and a direction (not necessarily normalized). |
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@param RayScalarType (template parameter) Specifies the type of scalar used to represent coords. |
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@param NORM: if on, the direction is always Normalized |
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*/ |
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template <class RayScalarType, bool NORM=false> |
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class Ray3 |
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{ |
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public: |
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/// The scalar type |
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typedef RayScalarType ScalarType; |
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/// The point type |
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typedef Point3<RayScalarType> PointType; |
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/// The ray type |
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typedef Ray3<RayScalarType,NORM> RayType; |
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private: |
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/// Origin |
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PointType _ori; |
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/// Direction (not necessarily normalized, unless so specified by NORM) |
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PointType _dir; |
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public: |
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//@{ |
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/** @name Members to access the origin or direction |
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Direction() cannot be assigned directly. |
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Use SetDirection() or Set() instead. |
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**/ |
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/// |
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inline const PointType &Origin() const { return _ori; } |
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inline PointType &Origin() { return _ori; } |
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inline const PointType &Direction() const { return _dir; } |
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/// sets the origin |
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inline void SetOrigin( const PointType & ori ) |
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{ _ori=ori; } |
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/// sets the direction |
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inline void SetDirection( const PointType & dir) |
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{ _dir=dir; if (NORM) _dir.Normalize(); } |
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/// sets origin and direction. |
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inline void Set( const PointType & ori, const PointType & dir ) |
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{ SetOrigin(ori); SetDirection(dir); } |
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//@} |
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//@{ |
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/** @name Constructors |
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**/ |
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/// The empty constructor |
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Ray3() {}; |
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/// The (origin, direction) constructor |
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Ray3(const PointType &ori, const PointType &dir) {SetOrigin(ori); SetDirection(dir);}; |
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//@} |
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/// Operator to compare two rays |
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inline bool operator == ( RayType const & p ) const |
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{ return _ori==p._ori && _dir==p._dir; } |
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/// Operator to dispare two rays |
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inline bool operator != ( RayType const & p ) const |
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{ return _ori!=p._ori || _dir!=p._dir; } |
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/// Projects a point on the ray |
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inline ScalarType Projection( const PointType &p ) const |
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{ if (NORM) return ScalarType((p-_ori).dot(_dir)); |
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else return ScalarType((p-_ori).dot(_dir)/_dir.SquaredNorm()); |
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} |
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/// returns whether this type is normalized or not |
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static bool IsNormalized() {return NORM;}; |
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/// calculates the point of parameter t on the ray. |
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inline PointType P( const ScalarType t ) const |
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{ return _ori + _dir * t; } |
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/// normalizes direction field (returns a Normalized Ray) |
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inline Ray3<ScalarType,true> &Normalize() |
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{ if (!NORM) _dir.Normalize(); return *((Ray3<ScalarType,true>*)this);} |
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/// normalizes direction field (returns a Normalized Ray) - static version |
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static Ray3<ScalarType,true> &Normalize(RayType &p) |
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{ p.Normalize(); return *((Ray3<ScalarType,true>*)(&p));} |
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/// importer for different ray types (with any scalar type or normalization beaviour) |
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template <class Q, bool K> |
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inline void Import( const Ray3<Q,K> & b ) |
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{ _ori.Import( b.Origin() ); _dir.Import( b.Direction() ); |
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if ((NORM) && (!K)) _dir.Normalize(); |
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//printf("(=)%c->%c ",(!NORM)?'N':'n', NORM?'N':'n'); |
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} |
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/// constructs a new ray importing it from an existing one |
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template <class Q, bool K> |
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static RayType Construct( const Ray3<Q,K> & b ) |
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{ RayType res; res.Import(b); return res; |
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} |
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PointType ClosestPoint(const PointType & p) const{ |
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return P(Projection(p)); |
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} |
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/// flips the ray |
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inline void Flip(){ |
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_dir=-_dir; |
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}; |
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//@{ |
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/** @name Linearity for 3d rays |
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(operators +, -, *, /) so a ray can be set as a linear combination |
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of several rays. Note that the result of any operation returns |
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a non-normalized ray; however, the command r0 = r1*a + r2*b is licit |
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even if r0,r1,r2 are normalized rays, as the normalization will |
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take place within the final assignement operation. |
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**/ |
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inline Ray3<ScalarType,false> operator + ( RayType const & p) const |
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{return Ray3<ScalarType,false> ( _ori+p.Origin(), _dir+p.Direction() );} |
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inline Ray3<ScalarType,false> operator - ( RayType const & p) const |
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{return Ray3<ScalarType,false> ( _ori-p.Origin(), _dir-p.Direction() );} |
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inline Ray3<ScalarType,false> operator * ( const ScalarType s ) const |
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{return Ray3<ScalarType,false> ( _ori*s, _dir*s );} |
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inline Ray3<ScalarType,false> operator / ( const ScalarType s ) const |
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{ScalarType s0=((ScalarType)1.0)/s; return RayType( _ori*s0, _dir*s0 );} |
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//@} |
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//@{ |
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/** @name Automatic normalized to non-normalized |
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"Ray3dN r0 = r1" is equivalent to |
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"Ray3dN r0 = r1.Normalize()" if r1 is a Ray3d |
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**/ |
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/// copy constructor that takes opposite beaviour |
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Ray3(const Ray3<ScalarType,!NORM > &r) |
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{ Import(r); }; |
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/// assignment |
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inline RayType & operator = ( Ray3<ScalarType,!NORM> const &r) |
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{ Import(r); return *this; }; |
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//@} |
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}; // end class definition |
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typedef Ray3<short> Ray3s; |
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typedef Ray3<int> Ray3i; |
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typedef Ray3<float> Ray3f; |
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typedef Ray3<double> Ray3d; |
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typedef Ray3<short ,true> Ray3sN; |
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typedef Ray3<int ,true> Ray3iN; |
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typedef Ray3<float ,true> Ray3fN; |
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typedef Ray3<double,true> Ray3dN; |
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/// returns closest point |
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template <class ScalarType, bool NORM> |
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Point3<ScalarType> ClosestPoint( Ray3<ScalarType,NORM> r, const Point3<ScalarType> & p) |
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{ |
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ScalarType t = r.Projection(p); |
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if (t<0) return r.Origin(); |
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return r.P(t); |
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} |
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/*@}*/ |
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} // end namespace |
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#endif
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