diff --git a/vcg/space/ray2.h b/vcg/space/ray2.h new file mode 100644 index 00000000..dff3f4db --- /dev/null +++ b/vcg/space/ray2.h @@ -0,0 +1,199 @@ +/**************************************************************************** +* 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_RAY2 +#define __VCGLIB_RAY2 + +#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 Ray2 +{ +public: + + /// The scalar type + typedef RayScalarType ScalarType; + + /// The point type + typedef Point2 PointType; + + /// The ray type + typedef Ray2 RayType; + +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 + Ray2() {}; + /// The (origin, direction) constructor + Ray2(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()); + } + /// returns wheter this type is normalized or not + static bool IsNormalized() {return NORM;}; + /// 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 Ray2 &Normalize() + { if (!NORM) _dir.Normalize(); return *((Ray2*)this);} + /// normalizes direction field (returns a Normalized Ray) - static version + static Ray2 &Normalize(RayType &p) + { p.Normalize(); return *((Ray2*)(&p));} + /// importer for different ray types (with any scalar type or normalization beaviour) + template + inline void Import( const Ray2 & 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 ray importing it from an existing one + template + static RayType Construct( const Ray2 & b ) + { RayType res; res.Import(b); return res; + } + PointType ClosestPoint(const PointType & p) const{ + return P(Projection(p)); + } + /// flips the ray + inline void Flip(){ + _dir=-_dir; + }; + +//@{ + /** @name Linearity for 3d rays + (operators +, -, *, /) so a ray can be set as a linear combination + of several rays. Note that the result of any operation returns + a non-normalized ray; however, the command r0 = r1*a + r2*b is licit + even if r0,r1,r2 are normalized rays, as the normalization will + take place within the final assignement operation. + **/ + inline Ray2 operator + ( RayType const & p) const + {return Ray2 ( _ori+p.Origin(), _dir+p.Direction() );} + inline Ray2 operator - ( RayType const & p) const + {return Ray2 ( _ori-p.Origin(), _dir-p.Direction() );} + inline Ray2 operator * ( const ScalarType s ) const + {return Ray2 ( _ori*s, _dir*s );} + inline Ray2 operator / ( const ScalarType s ) const + {ScalarType s0=((ScalarType)1.0)/s; return RayType( _ori*s0, _dir*s0 );} +//@} + + +//@{ + /** @name Automatic normalized to non-normalized + "Ray2dN r0 = r1" is equivalent to + "Ray2dN r0 = r1.Normalize()" if r1 is a Ray2d + **/ + /// copy constructor that takes opposite beaviour + Ray2(const Ray2 &r) + { Import(r); }; + /// assignment + inline RayType & operator = ( Ray2 const &r) + { Import(r); return *this; }; +//@} + +}; // end class definition + +typedef Ray2 Ray2s; +typedef Ray2 Ray2i; +typedef Ray2 Ray2f; +typedef Ray2 Ray2d; + +typedef Ray2 Ray2sN; +typedef Ray2 Ray2iN; +typedef Ray2 Ray2fN; +typedef Ray2 Ray2dN; + + /// returns closest point +template +Point3 ClosestPoint( Ray2 r, const Point3 & p) +{ + ScalarType t = r.Projection(p); + if (t<0) return r.Origin(); + return r.P(t); +} + +/*@}*/ + +} // end namespace +#endif