vcglib/vcg/space/ray3.h

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/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
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****************************************************************************/
#ifndef __VCGLIB_RAY3
#define __VCGLIB_RAY3
#include <vcg/space/point3.h>
namespace vcg {
/** \addtogroup space */
/*@{*/
/**
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Templated class for 3D rays.
This is the class for infinite rays in 3D space. A Ray is stored just as two Point3:
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
{
public:
/// The scalar type
typedef RayScalarType ScalarType;
/// The point type
typedef Point3<RayScalarType> PointType;
/// The point type
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typedef Ray3<RayScalarType,NORM> RayType;
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private:
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/// Origingin
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PointType _ori;
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/// Directionection (not necessarily normalized)
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PointType _dir;
public:
/// Members to access the origin, direction
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inline const PointType &Origin() const { return _ori; }
inline const PointType &Direction() const { return _dir; }
inline PointType &Origin() { return _ori; }
inline PointType &Direction() {
assert(!IsNormalized()); // Directionection can't be set for NORMALIZED Rays! Use SetDirection instead!
return _dir;
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}
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/// The empty constructor
Ray3() {};
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/// The (origin, direction) constructor
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RayType(const PointType &ori, const PointType &dir) {SetOrigin(ori); SetDirection(dir);};
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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; }
/// 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)*_dir);
else return ScalarType((p-_ori)*_dir/_dir.SquaredNorm());
}
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inline bool IsNormalized() const {return NORM;};
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///set the origin
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inline void SetOrigin( const PointType & ori )
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{ _ori=ori; }
///set the direction
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inline void SetDirection( const PointType & dir)
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{ _dir=dir; if (NORM) _dir.Normalize(); }
///set both the origina and direction.
inline void Set( const PointType & ori, const PointType & dir )
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{ SetOrigin(ori); SetDirection(dir); }
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/// calculates the point of parameter t on the ray.
inline PointType P( const ScalarType t ) const
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{ return _ori + _dir * t; }
/// normalizes direction field (returns a Normalized Ray)
inline Ray3<ScalarType,true> &Normalize()
{ if (!NORM) _dir.Normalize(); return *((Ray3<ScalarType,true>*)this);}
/// normalizes direction field (returns a Normalized Ray) - static version
static Ray3<ScalarType,true> &Normalize(RayType &p)
{ p.Normalize(); return *((Ray3<ScalarType,true>*)(&p));}
/// importer for different ray types
template <class Q, bool K>
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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}
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PointType ClosestPoint(const PointType & p) const{
return P(Projection(p));
}
/// flips the ray
inline void Flip(){
_dir=-_dir;
};
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}; // end class definition
typedef Ray3<short> Ray3s;
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typedef Ray3<int> Ray3i;
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typedef Ray3<float> Ray3f;
typedef Ray3<double> Ray3d;
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typedef Ray3<short ,true> Ray3sN;
typedef Ray3<int ,true> Ray3iN;
typedef Ray3<float ,true> Ray3fN;
typedef Ray3<double,true> Ray3dN;
/// returns closest point
template <class ScalarType, bool NORM>
Point3<ScalarType> ClosestPoint( Ray3<ScalarType,NORM> r, const Point3<ScalarType> & p)
{
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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/*@}*/
} // end namespace
#endif