vcglib/vcg/space/segment3.h

212 lines
7.4 KiB
C++

/****************************************************************************
* 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 $
Revision 1.7 2006/06/06 14:35:31 zifnab1974
Changes for compilation on linux AMD64. Some remarks: Linux filenames are case-sensitive. _fileno and _filelength do not exist on linux
Revision 1.6 2006/03/07 16:39:38 pietroni
compiled and corrected ClosestPoint function
Revision 1.5 2004/05/13 23:39:47 ponchio
SegmentType -> Segment3 in constructor (g++ complained)
Revision 1.4 2004/05/08 14:07:50 ganovelli
return type of length and squaredlength corrected
Revision 1.3 2004/03/11 11:47:20 tarini
minor updates, corrections, added documentations, etc.
Revision 1.1 2004/03/08 19:46:47 tarini
First Version (tarini)
****************************************************************************/
#ifndef __VCGLIB_SEGMENT3
#define __VCGLIB_SEGMENT3
#include <vcg/space/point3.h>
#include <vcg/space/line3.h>
#include <vcg/space/box3.h>
namespace vcg {
/** \addtogroup space */
/*@{*/
/**
Templated class for 3D segment.
This is the class for a segment in 3D space. A Segment is stored just as its two extrema (Point3).
@param SegmentScalarType (template parameter) Specifies the type of scalar used to represent coords.
*/
template <class SegmentScalarType >
class Segment3
{
public:
/// The scalar type
typedef SegmentScalarType ScalarType;
/// The point type
typedef Point3<SegmentScalarType> PointType;
/// The point type
typedef Segment3<SegmentScalarType> SegmentType;
private:
/// _extrema
PointType _p0,_p1;
public:
/// Members to access either extrema
inline const PointType &P0() const { return _p0; }
inline const PointType &P1() const { return _p1; }
inline PointType &P0() { return _p0; }
inline PointType &P1() { return _p1; }
/// The empty constructor
Segment3() {};
/// The (a,b) constructor
Segment3(const PointType &a, const PointType &b) { _p0=a; _p1=b; };
/// Operator to compare segments
inline bool operator == ( SegmentType const & p ) const
{ return _p0==p._p0 && _p1==p._p1; }
/// Operator to dispare segments
inline bool operator != ( SegmentType const & p ) const
{ return _p0!=p._p0 || _p1!=p._p1; }
/// initializes the segment with its extrema
void Set( const PointType &a, const PointType &b)
{ _p0=a; _p1=b;}
/// calculates the point of parameter t on the segment.
/// if t is in [0..1] returned point is inside the segment
inline PointType P( const ScalarType t ) const
{ return _p0 + (_p1 - _p0) * t; }
/// return the middle point
inline PointType MidPoint( ) const
{ return ( _p0 + _p1) / ScalarType(2.0) ; }
/// return the bounding box
inline Box3<ScalarType> BBox( ) const
{ Box3<ScalarType> t;
if (_p0[0]<_p1[0]) { t.min[0]=_p0[0];t.max[0]=_p1[0];} else { t.min[0]=_p1[0];t.max[0]=_p0[0];}
if (_p0[1]<_p1[1]) { t.min[1]=_p0[1];t.max[1]=_p1[1];} else { t.min[1]=_p1[1];t.max[1]=_p0[1];}
if (_p0[2]<_p1[2]) { t.min[2]=_p0[2];t.max[2]=_p1[2];} else { t.min[2]=_p1[2];t.max[2]=_p0[2];}
return t; }
/// returns segment length
ScalarType Length()
{ return (_p0 - _p1).Norm(); }
/// return segment squared lenght
ScalarType SquaredLength()
{ return (_p0 - _p1).SquaredNorm(); }
/// flips: a-b becomes b-a
void Flip()
{ PointType t=_p0; _p0=_p1; _p1=t; }
/// importer for different line types
template <class Q>
inline void Import( const Segment3<Q> & b )
{ _p0.Import( b.P0() ); _p1.Import( b.P1() );
}
/// copy constructor (builds a new segment importing an existing one)
template <class Q>
static SegmentType Construct( const Segment3<Q> & b )
{ return SegmentType(PointType::Construct(b.P0()), PointType::Construct(b.P1()));}
//@{
/** @name Linearity for 3d segments (operators +, -, *, /) **/
inline SegmentType operator + ( SegmentType const & p) const
{return SegmentType( _p0+p.P0(), _p1+p.P1() );}
inline SegmentType operator - ( SegmentType const & p) const
{return SegmentType( _p0-p.P0(), _p1-p.P1() );}
inline SegmentType operator * ( const ScalarType s ) const
{return SegmentType( _p0*s, _p1*s );}
inline SegmentType operator / ( const ScalarType s ) const
{ScalarType s0=((ScalarType)1.0)/s; return SegmentType( _p0*s0, _p1*s0 );}
//@}
}; // end class definition
typedef Segment3<short> Segment3s;
typedef Segment3<int> Segment3i;
typedef Segment3<float> Segment3f;
typedef Segment3<double> Segment3d;
/*
* Computes the minimum distance between a segment and a point
* @param[in] segment The input segment
* @param[in] p The input point
* @return The distance between the segment and the point p
*/
template < class ScalarType >
ScalarType SquaredDistance(Segment3< ScalarType > &segment, Point3< ScalarType > &p)
{
typedef typename vcg::Point3< ScalarType > Point3t;
Point3t dir = (segment.P1()-segment.P0()).Normalize();
ScalarType h = dir * (p-segment.P0());
if (h<=ScalarType(0.0)) return vcg::SquaredDistance<ScalarType>(p, segment.P0());
else if (h>=segment.Length()) return vcg::SquaredDistance<ScalarType>(p, segment.P1());
else
{
dir = segment.P0() + dir*h;
return vcg::SquaredDistance<ScalarType>(p, dir);
}
}; //end of Distance method
template <class ScalarType>
Point3<ScalarType> ClosestPoint( Segment3<ScalarType> s, const Point3<ScalarType> & p)
{
vcg::Line3<ScalarType> l;
l.Set(s.P0(),s.P1()-s.P0());
l.Normalize();
Point3<ScalarType> clos=vcg::ClosestPoint<ScalarType,true>(l,p) ;//attention to call
vcg::Box3<ScalarType> b;
b.Add(s.P0());
b.Add(s.P1());
if (b.IsIn(clos))
return clos;
else
{
ScalarType d0=(s.P0()-p).Norm();
ScalarType d1=(s.P1()-p).Norm();
if (d0<d1)
return (s.P0());
else
return (s.P1());
}
/*ScalarType t = s.Projection(p);
if (s<0) return s.P0();
if (s>1) return s.P0();
return s.P(t);*/
}
/*@}*/
} // end namespace
#endif