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- /*
- ** Command & Conquer Generals Zero Hour(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
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