/usr/include/osg/LineSegment is in libopenscenegraph-3.4-dev 3.4.1+dfsg1-3.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_LINESEGMENT
#define OSG_LINESEGMENT 1
#include <osg/Matrix>
#include <osg/BoundingBox>
#include <osg/BoundingSphere>
namespace osg {
/** LineSegment class for representing a line segment. */
class OSG_EXPORT LineSegment : public Referenced
{
public:
typedef Vec3d vec_type;
typedef vec_type::value_type value_type;
LineSegment() {};
LineSegment(const LineSegment& seg) : Referenced(),_s(seg._s),_e(seg._e) {}
LineSegment(const vec_type& s,const vec_type& e) : _s(s),_e(e) {}
LineSegment& operator = (const LineSegment& seg) { _s = seg._s; _e = seg._e; return *this; }
inline void set(const vec_type& s,const vec_type& e) { _s=s; _e=e; }
inline vec_type& start() { return _s; }
inline const vec_type& start() const { return _s; }
inline vec_type& end() { return _e; }
inline const vec_type& end() const { return _e; }
inline bool valid() const { return _s.valid() && _e.valid() && _s!=_e; }
/** return true if segment intersects BoundingBox. */
bool intersect(const BoundingBox& bb) const;
/** return true if segment intersects BoundingBox and
* set float ratios for the first and second intersections, where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
*/
bool intersectAndComputeRatios(const BoundingBox& bb, float& ratioFromStartToEnd1, float& ratioFromStartToEnd2) const;
/** return true if segment intersects BoundingBox and
* set double ratios for the first and second intersections, where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
*/
bool intersectAndComputeRatios(const BoundingBox& bb, double& ratioFromStartToEnd1, double& ratioFromStartToEnd2) const;
/** return true if segment intersects BoundingSphere. */
bool intersect(const BoundingSphere& bs) const;
/** return true if segment intersects BoundingSphere and
* set float ratios for the first and second intersections, where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
*/
bool intersectAndComputeRatios(const BoundingSphere& bs, float& ratioFromStartToEnd1, float& ratioFromStartToEnd2) const;
/** return true if segment intersects BoundingSphere and
* set double ratios for the first and second intersections, where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
*/
bool intersectAndComputeRatios(const BoundingSphere& bs,double& ratioFromStartToEnd1, double& ratioFromStartToEnd2) const;
/** return true if segment intersects triangle and
* set float ratios where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
*/
bool intersect(const Vec3f& v1,const Vec3f& v2,const Vec3f& v3,float& ratioFromStartToEnd);
/** return true if segment intersects triangle and
* set double ratios where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
*/
bool intersect(const Vec3d& v1,const Vec3d& v2,const Vec3d& v3,double& ratioFromStartToEnd);
/** post multiply a segment by matrix.*/
inline void mult(const LineSegment& seg,const Matrix& m) { _s = seg._s*m; _e = seg._e*m; }
/** pre multiply a segment by matrix.*/
inline void mult(const Matrix& m,const LineSegment& seg) { _s = m*seg._s; _e = m*seg._e; }
protected:
virtual ~LineSegment();
static bool intersectAndClip(vec_type& s,vec_type& e,const BoundingBox& bb);
vec_type _s;
vec_type _e;
};
}
#endif
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