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CnC_Renegade/Code/WWMath/lineseg.h

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** 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 3 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 for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : WWMath *
* *
* $Archive:: /Commando/Code/wwmath/lineseg.h $*
* *
* Author:: Greg_h *
* *
* $Modtime:: 3/16/00 3:16p $*
* *
* $Revision:: 21 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef LINESEG_H
#define LINESEG_H
#include "always.h"
#include "vector3.h"
#include "castres.h"
class TriClass;
class AABoxClass;
class OBBoxClass;
class PlaneClass;
class SphereClass;
class Matrix3D;
class LineSegClass
{
public:
LineSegClass(void) { }
LineSegClass(const Vector3 & p0,const Vector3 & p1) : P0(p0), P1(p1) { recalculate(); }
LineSegClass(const LineSegClass & that,const Matrix3D & tm) { Set(that,tm); }
void Set(const Vector3 & p0,const Vector3 & p1) { P0 = p0; P1 = p1; recalculate(); }
void Set(const LineSegClass & that,const Matrix3D & tm);
void Set_Random(const Vector3 & min,const Vector3 & max);
const Vector3 & Get_P0() const { return P0; } // start point
const Vector3 & Get_P1() const { return P1; } // end point
const Vector3 & Get_DP() const { return DP; } // difference of the two points
const Vector3 & Get_Dir() const { return Dir; } // normalized direction.
float Get_Length() const { return Length; } // length of the segment
void Compute_Point(float t,Vector3 * set) const { Vector3::Add(P0,t*DP,set); }
Vector3 Find_Point_Closest_To(const Vector3 &pos) const;
bool Find_Intersection (const LineSegClass &other_line, Vector3 *p1, float *fraction1, Vector3 *p2, float *fraction2) const;
protected:
void recalculate(void) { DP = P1 - P0; Dir = DP; Dir.Normalize(); Length = DP.Length(); }
Vector3 P0; // start point
Vector3 P1; // end point
Vector3 DP; // difference of the two points
Vector3 Dir; // normalized direction.
float Length; // length of the segment
};
#endif