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The GtkRadiant sources as originally released under the GPL license.
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libs/math/line.h
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151
libs/math/line.h
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/*
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Copyright (C) 2001-2006, William Joseph.
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All Rights Reserved.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#if !defined(INCLUDED_MATH_LINE_H)
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#define INCLUDED_MATH_LINE_H
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/// \file
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/// \brief Line data types and related operations.
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#include "math/vector.h"
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#include "math/plane.h"
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/// \brief A line segment defined by a start point and and end point.
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class Line
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{
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public:
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Vector3 start, end;
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Line()
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{
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}
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Line(const Vector3& start_, const Vector3& end_) : start(start_), end(end_)
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{
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}
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};
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inline Vector3 line_closest_point(const Line& line, const Vector3& point)
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{
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Vector3 v = line.end - line.start;
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Vector3 w = point - line.start;
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double c1 = vector3_dot(w,v);
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if ( c1 <= 0 )
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return line.start;
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double c2 = vector3_dot(v,v);
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if ( c2 <= c1 )
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return line.end;
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return Vector3(line.start + v * (c1 / c2));
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}
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class Segment
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{
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public:
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Vector3 origin, extents;
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Segment()
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{
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}
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Segment(const Vector3& origin_, const Vector3& extents_) :
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origin(origin_), extents(extents_)
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{
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}
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};
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inline Segment segment_for_startend(const Vector3& start, const Vector3& end)
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{
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Segment segment;
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segment.origin = vector3_mid(start, end);
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segment.extents = vector3_subtracted(end, segment.origin);
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return segment;
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}
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inline unsigned int segment_classify_plane(const Segment& segment, const Plane3& plane)
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{
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double distance_origin = vector3_dot(plane.normal(), segment.origin) + plane.dist();
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if (fabs(distance_origin) < fabs(vector3_dot(plane.normal(), segment.extents)))
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{
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return 1; // partially inside
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}
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else if (distance_origin < 0)
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{
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return 2; // totally inside
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}
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return 0; // totally outside
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}
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class Ray
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{
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public:
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Vector3 origin, direction;
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Ray()
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{
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}
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Ray(const Vector3& origin_, const Vector3& direction_) :
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origin(origin_), direction(direction_)
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{
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}
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};
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inline Ray ray_for_points(const Vector3& origin, const Vector3& p2)
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{
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return Ray(origin, vector3_normalised(vector3_subtracted(p2, origin)));
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}
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inline void ray_transform(Ray& ray, const Matrix4& matrix)
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{
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matrix4_transform_point(matrix, ray.origin);
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matrix4_transform_direction(matrix, ray.direction);
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}
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// closest-point-on-line
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inline double ray_squared_distance_to_point(const Ray& ray, const Vector3& point)
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{
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return vector3_length_squared(
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vector3_subtracted(
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point,
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vector3_added(
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ray.origin,
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vector3_scaled(
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ray.direction,
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vector3_dot(
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vector3_subtracted(point, ray.origin),
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ray.direction
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)
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)
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)
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)
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);
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}
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inline double ray_distance_to_plane(const Ray& ray, const Plane3& plane)
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{
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return -(vector3_dot(plane.normal(), ray.origin) - plane.dist()) / vector3_dot(ray.direction, plane.normal());
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}
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#endif
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