/**************************************************************************** * 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 $ ****************************************************************************/ #ifndef __VCGLIB_RAY3 #define __VCGLIB_RAY3 #include namespace vcg { /** \addtogroup space */ /*@{*/ /** 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). @param RayScalarType (template parameter) Specifies the type of scalar used to represent coords. @param NORM: if on, the direction is always Normalized */ template class Ray3 { public: /// The scalar type typedef RayScalarType ScalarType; /// The point type typedef Point3 PointType; /// The point type typedef Ray3 RayType; private: /// Origingin PointType _ori; /// Directionection (not necessarily normalized) PointType _dir; public: /// Members to access the origin, direction 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; } /// The empty constructor Ray3() {}; /// The (origin, direction) constructor RayType(const PointType &ori, const PointType &dir) {SetOrigin(ori); SetDirection(dir);}; /// Operator to compare two rays inline bool operator == ( RayType const & p ) const { return _ori==p._ori && _dir==p._dir; } /// Operator to dispare two rays inline bool operator != ( RayType const & p ) const { return _ori!=p._ori || _dir!=p._dir; } /// Projects a point on the ray inline ScalarType Projection( const PointType &p ) const { if (NORM) return ScalarType((p-_ori)*_dir); else return ScalarType((p-_ori)*_dir/_dir.SquaredNorm()); } inline bool IsNormalized() const {return NORM;}; ///set the origin inline void SetOrigin( const PointType & ori ) { _ori=ori; } ///set the direction inline void SetDirection( const PointType & dir) { _dir=dir; if (NORM) _dir.Normalize(); } ///set both the origina and direction. inline void Set( const PointType & ori, const PointType & dir ) { SetOrigin(ori); SetDirection(dir); } /// calculates the point of parameter t on the ray. inline PointType P( const ScalarType t ) const { return _ori + _dir * t; } /// normalizes direction field (returns a Normalized Ray) inline Ray3 &Normalize() { if (!NORM) _dir.Normalize(); return *((Ray3*)this);} /// normalizes direction field (returns a Normalized Ray) - static version static Ray3 &Normalize(RayType &p) { p.Normalize(); return *((Ray3*)(&p));} /// importer for different ray types template inline void Import( const Ray3 & b ) { _ori.Import( b.Origin() ); _dir.Import( b.Direction() ); if ((NORM) && (!K)) _dir.Normalize(); } PointType ClosestPoint(const PointType & p) const{ return P(Projection(p)); } /// flips the ray inline void Flip(){ _dir=-_dir; }; }; // end class definition typedef Ray3 Ray3s; typedef Ray3 Ray3i; typedef Ray3 Ray3f; typedef Ray3 Ray3d; typedef Ray3 Ray3sN; typedef Ray3 Ray3iN; typedef Ray3 Ray3fN; typedef Ray3 Ray3dN; /// returns closest point template Point3 ClosestPoint( Ray3 r, const Point3 & p) { ScalarType t = r.Projection(p); if (t<0) return r.Origin(); return r.P(t); } /*@}*/ } // end namespace #endif