Imported existing code
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indra/llmath/llline.cpp
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202
indra/llmath/llline.cpp
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/**
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* @file llline.cpp
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* @author Andrew Meadows
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* @brief Simple line class that can compute nearest approach between two lines
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*
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* $LicenseInfo:firstyear=2006&license=viewergpl$
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*
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* Copyright (c) 2006-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#include "linden_common.h"
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#include "llline.h"
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#include "llrand.h"
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const F32 SOME_SMALL_NUMBER = 1.0e-5f;
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const F32 SOME_VERY_SMALL_NUMBER = 1.0e-8f;
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LLLine::LLLine()
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: mPoint(0.f, 0.f, 0.f),
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mDirection(1.f, 0.f, 0.f)
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{ }
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LLLine::LLLine( const LLVector3& first_point, const LLVector3& second_point )
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{
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setPoints(first_point, second_point);
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}
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void LLLine::setPoints( const LLVector3& first_point, const LLVector3& second_point )
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{
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mPoint = first_point;
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mDirection = second_point - first_point;
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mDirection.normalize();
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}
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void LLLine::setPointDirection( const LLVector3& first_point, const LLVector3& second_point )
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{
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setPoints(first_point, first_point + second_point);
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}
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bool LLLine::intersects( const LLVector3& point, F32 radius ) const
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{
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LLVector3 other_direction = point - mPoint;
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LLVector3 nearest_point = mPoint + mDirection * (other_direction * mDirection);
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F32 nearest_approach = (nearest_point - point).length();
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return (nearest_approach <= radius);
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}
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// returns the point on this line that is closest to some_point
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LLVector3 LLLine::nearestApproach( const LLVector3& some_point ) const
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{
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return (mPoint + mDirection * ((some_point - mPoint) * mDirection));
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}
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// the accuracy of this method sucks when you give it two nearly
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// parallel lines, so you should probably check for parallelism
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// before you call this
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//
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// returns the point on this line that is closest to other_line
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LLVector3 LLLine::nearestApproach( const LLLine& other_line ) const
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{
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LLVector3 between_points = other_line.mPoint - mPoint;
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F32 dir_dot_dir = mDirection * other_line.mDirection;
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F32 one_minus_dir_dot_dir = 1.0f - fabs(dir_dot_dir);
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if ( one_minus_dir_dot_dir < SOME_VERY_SMALL_NUMBER )
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{
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#ifdef LL_DEBUG
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llwarns << "LLLine::nearestApproach() was given two very "
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<< "nearly parallel lines dir1 = " << mDirection
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<< " dir2 = " << other_line.mDirection << " with 1-dot_product = "
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<< one_minus_dir_dot_dir << llendl;
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#endif
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// the lines are approximately parallel
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// We shouldn't fall in here because this check should have been made
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// BEFORE this function was called. We dare not continue with the
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// computations for fear of division by zero, but we have to return
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// something so we return a bogus point -- caller beware.
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return 0.5f * (mPoint + other_line.mPoint);
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}
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F32 odir_dot_bp = other_line.mDirection * between_points;
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F32 numerator = 0;
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F32 denominator = 0;
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for (S32 i=0; i<3; i++)
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{
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F32 factor = dir_dot_dir * other_line.mDirection.mV[i] - mDirection.mV[i];
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numerator += ( between_points.mV[i] - odir_dot_bp * other_line.mDirection.mV[i] ) * factor;
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denominator -= factor * factor;
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}
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F32 length_to_nearest_approach = numerator / denominator;
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return mPoint + length_to_nearest_approach * mDirection;
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}
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std::ostream& operator<<( std::ostream& output_stream, const LLLine& line )
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{
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output_stream << "{point=" << line.mPoint << "," << "dir=" << line.mDirection << "}";
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return output_stream;
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}
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F32 ALMOST_PARALLEL = 0.99f;
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F32 TOO_SMALL_FOR_DIVISION = 0.0001f;
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// returns 'true' if this line intersects the plane
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// on success stores the intersection point in 'result'
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bool LLLine::intersectsPlane( LLVector3& result, const LLLine& plane ) const
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{
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// p = P + l * d equation for a line
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//
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// N * p = D equation for a point
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//
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// N * (P + l * d) = D
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// N*P + l * (N*d) = D
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// l * (N*d) = D - N*P
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// l = ( D - N*P ) / ( N*d )
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//
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F32 dot = plane.mDirection * mDirection;
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if (fabs(dot) < TOO_SMALL_FOR_DIVISION)
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{
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return false;
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}
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F32 plane_dot = plane.mDirection * plane.mPoint;
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F32 length = ( plane_dot - (plane.mDirection * mPoint) ) / dot;
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result = mPoint + length * mDirection;
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return true;
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}
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//static
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// returns 'true' if planes intersect, and stores the result
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// the second and third arguments are treated as planes
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// where mPoint is on the plane and mDirection is the normal
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// result.mPoint will be the intersection line's closest approach
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// to first_plane.mPoint
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bool LLLine::getIntersectionBetweenTwoPlanes( LLLine& result, const LLLine& first_plane, const LLLine& second_plane )
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{
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// TODO -- if we ever get some generic matrix solving code in our libs
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// then we should just use that, since this problem is really just
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// linear algebra.
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F32 dot = fabs(first_plane.mDirection * second_plane.mDirection);
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if (dot > ALMOST_PARALLEL)
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{
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// the planes are nearly parallel
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return false;
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}
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LLVector3 direction = first_plane.mDirection % second_plane.mDirection;
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direction.normalize();
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LLVector3 first_intersection;
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{
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LLLine intersection_line(first_plane);
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intersection_line.mDirection = direction % first_plane.mDirection;
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intersection_line.mDirection.normalize();
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intersection_line.intersectsPlane(first_intersection, second_plane);
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}
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/*
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LLVector3 second_intersection;
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{
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LLLine intersection_line(second_plane);
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intersection_line.mDirection = direction % second_plane.mDirection;
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intersection_line.mDirection.normalize();
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intersection_line.intersectsPlane(second_intersection, first_plane);
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}
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*/
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result.mPoint = first_intersection;
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result.mDirection = direction;
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return true;
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}
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