vcglib/vcg/space/line2.h

214 lines
7.6 KiB
C++

/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004-2016 \/)\/ *
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* (at your option) any later version. *
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* This program is distributed in the hope that it will be useful, *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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#ifndef __VCGLIB_LINE2
#define __VCGLIB_LINE2
#include <vcg/space/point2.h>
namespace vcg {
/** \addtogroup space */
/*@{*/
/**
Templated class for 2D lines.
This is the class for infinite lines in 3D space. A Line is stored just as two Point2:
an origin and a direction (not necessarily normalized).
@param LineScalarType (template parameter) Specifies the type of scalar used to represent coords.
@param NORM: if on, the direction is always Normalized
*/
template <class LineScalarType, bool NORM=false>
class Line2
{
public:
/// The scalar type
typedef LineScalarType ScalarType;
/// The point type
typedef Point2<LineScalarType> PointType;
/// The line type
typedef Line2<LineScalarType,NORM> LineType;
private:
/// Origin
PointType _ori;
/// Direction (not necessarily normalized, unless so specified by NORM)
PointType _dir;
public:
//@{
/** @name Members to access the origin or direction
Direction() cannot be assigned directly.
Use SetDirection() or Set() instead.
**/
///
inline const PointType &Origin() const { return _ori; }
inline PointType &Origin() { return _ori; }
inline const PointType &Direction() const { return _dir; }
/// sets the origin
inline void SetOrigin( const PointType & ori )
{ _ori=ori; }
/// sets the direction
inline void SetDirection( const PointType & dir)
{ _dir=dir; if (NORM) _dir.Normalize(); }
/// sets origin and direction.
inline void Set( const PointType & ori, const PointType & dir )
{ SetOrigin(ori); SetDirection(dir); }
//@}
//@{
/** @name Constructors
**/
/// The empty constructor
Line2() {};
/// The (origin, direction) constructor
Line2(const PointType &ori, const PointType &dir) {SetOrigin(ori); SetDirection(dir);};
//@}
/// Operator to compare two lines
inline bool operator == ( LineType const & p ) const
{ return _ori==p._ori && _dir==p._dir; }
/// Operator to dispare two lines
inline bool operator != ( LineType const & p ) const
{ return _ori!=p._ori || _dir!=p._dir; }
/// Projects a point on the line
inline ScalarType Projection( const PointType &p ) const
{ if (NORM) return ScalarType((p-_ori).dot(_dir));
else return ScalarType((p-_ori).dot(_dir)/_dir.SquaredNorm());
}
/// returns whether this type is normalized or not
static bool IsNormalized() {return NORM;};
/// calculates the point of parameter t on the line.
inline PointType P( const ScalarType t ) const
{ return _ori + _dir * t; }
/// normalizes direction field (returns a Normalized Line)
inline Line2<ScalarType,true> &Normalize()
{ if (!NORM) _dir.Normalize(); return *((Line2<ScalarType,true>*)this);}
/// normalizes direction field (returns a Normalized Line) - static version
static Line2<ScalarType,true> &Normalize(LineType &p)
{ p.Normalize(); return *((Line2<ScalarType,true>*)(&p));}
/// importer for different line types (with any scalar type or normalization beaviour)
template <class Q, bool K>
inline void Import( const Line2<Q,K> & b )
{ _ori.Import( b.Origin() ); _dir.Import( b.Direction() );
if ((NORM) && (!K)) _dir.Normalize();
//printf("(=)%c->%c ",(!NORM)?'N':'n', NORM?'N':'n');
}
/// constructs a new line importing it from an existing one
template <class Q, bool K>
static LineType Construct( const Line2<Q,K> & b )
{ LineType res; res.Import(b); return res;
}
PointType ClosestPoint(const PointType & p) const{
return P(Projection(p));
}
/// flips the line
inline void Flip(){
_dir=-_dir;
};
//@{
/** @name Linearity for 3d lines
(operators +, -, *, /) so a line can be set as a linear combination
of several lines. Note that the result of any operation returns
a non-normalized line; however, the command r0 = r1*a + r2*b is licit
even if r0,r1,r2 are normalized lines, as the normalization will
take place within the final assignement operation.
**/
inline Line2<ScalarType,false> operator + ( LineType const & p) const
{return Line2<ScalarType,false> ( _ori+p.Origin(), _dir+p.Direction() );}
inline Line2<ScalarType,false> operator - ( LineType const & p) const
{return Line2<ScalarType,false> ( _ori-p.Origin(), _dir-p.Direction() );}
inline Line2<ScalarType,false> operator * ( const ScalarType s ) const
{return Line2<ScalarType,false> ( _ori*s, _dir*s );}
inline Line2<ScalarType,false> operator / ( const ScalarType s ) const
{ScalarType s0=((ScalarType)1.0)/s; return LineType( _ori*s0, _dir*s0 );}
//@}
//@{
/** @name Automatic normalized to non-normalized
"Line3dN r0 = r1" is equivalent to
"Line3dN r0 = r1.Normalize()" if r1 is a Line3d
**/
/// copy constructor that takes opposite beaviour
Line2 (const Line2<ScalarType,!NORM > &r)
{ Import(r); };
/// assignment
inline LineType & operator = ( const Line2<ScalarType,!NORM> &r)
{ Import(r); return *this; };
//@}
}; // end class definition
typedef Line2<short> Line2s;
typedef Line2<int> Line2i;
typedef Line2<float> Line2f;
typedef Line2<double> Line2d;
typedef Line2<short ,true> Line2sN;
typedef Line2<int ,true> Line2iN;
typedef Line2<float ,true> Line2fN;
typedef Line2<double,true> Line2dN;
/// returns closest point
template <class ScalarType, bool NORM>
Point2<ScalarType> ClosestPoint( Line2<ScalarType,NORM> l, const Point2<ScalarType> & p)
{
return l.P(l.Projection(p));
}
template <class ScalarType, bool NORM>
ScalarType Distance(const Line2<ScalarType, NORM> &l,
const Point2<ScalarType> &p) {
Point2<ScalarType> o = l.ClosestPoint(p);
return (o - p).Norm();
}
template <class ScalarType, bool NORM>
vcg::Point2<ScalarType> Mirror(const vcg::Line2<ScalarType, NORM> &l,
const vcg::Point2<ScalarType> &p)
{
vcg::Point2<ScalarType> nearest=vcg::ClosestPoint<ScalarType,NORM>(l,p);
vcg::Point2<ScalarType> dir=(nearest - p);
nearest+=dir;
return nearest;
}
/*@}*/
} // end namespace
#endif