/*
-Copyright (C) 2001-2006, William Joseph.
-All Rights Reserved.
+ Copyright (C) 2001-2006, William Joseph.
+ All Rights Reserved.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant 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 2 of the License, or
-(at your option) any later version.
+ GtkRadiant 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 2 of the License, or
+ (at your option) any later version.
-GtkRadiant 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.
+ GtkRadiant 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 GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-*/
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ */
-#if !defined(INCLUDED_MATH_LINE_H)
+#if !defined( INCLUDED_MATH_LINE_H )
#define INCLUDED_MATH_LINE_H
/// \file
class Line
{
public:
- Vector3 start, end;
-
- Line()
- {
- }
- Line(const Vector3& start_, const Vector3& end_) : start(start_), end(end_)
- {
- }
+Vector3 start, end;
+
+Line(){
+}
+Line( const Vector3& start_, const Vector3& end_ ) : start( start_ ), end( end_ ){
+}
};
-inline Vector3 line_closest_point(const Line& line, const Vector3& point)
-{
- Vector3 v = line.end - line.start;
- Vector3 w = point - line.start;
+inline Vector3 line_closest_point( const Line& line, const Vector3& point ){
+ Vector3 v = line.end - line.start;
+ Vector3 w = point - line.start;
- double c1 = vector3_dot(w,v);
- if ( c1 <= 0 )
- return line.start;
+ double c1 = vector3_dot( w,v );
+ if ( c1 <= 0 ) {
+ return line.start;
+ }
- double c2 = vector3_dot(v,v);
- if ( c2 <= c1 )
- return line.end;
+ double c2 = vector3_dot( v,v );
+ if ( c2 <= c1 ) {
+ return line.end;
+ }
- return Vector3(line.start + v * (c1 / c2));
+ return Vector3( line.start + v * ( c1 / c2 ) );
}
class Segment
{
public:
- Vector3 origin, extents;
-
- Segment()
- {
- }
- Segment(const Vector3& origin_, const Vector3& extents_) :
- origin(origin_), extents(extents_)
- {
- }
+Vector3 origin, extents;
+
+Segment(){
+}
+Segment( const Vector3& origin_, const Vector3& extents_ ) :
+ origin( origin_ ), extents( extents_ ){
+}
};
-inline Segment segment_for_startend(const Vector3& start, const Vector3& end)
-{
- Segment segment;
- segment.origin = vector3_mid(start, end);
- segment.extents = vector3_subtracted(end, segment.origin);
- return segment;
+inline Segment segment_for_startend( const Vector3& start, const Vector3& end ){
+ Segment segment;
+ segment.origin = vector3_mid( start, end );
+ segment.extents = vector3_subtracted( end, segment.origin );
+ return segment;
}
-inline unsigned int segment_classify_plane(const Segment& segment, const Plane3& plane)
-{
- double distance_origin = vector3_dot(plane.normal(), segment.origin) + plane.dist();
-
- if (fabs(distance_origin) < fabs(vector3_dot(plane.normal(), segment.extents)))
- {
- return 1; // partially inside
- }
- else if (distance_origin < 0)
- {
- return 2; // totally inside
- }
- return 0; // totally outside
+inline unsigned int segment_classify_plane( const Segment& segment, const Plane3& plane ){
+ double distance_origin = vector3_dot( plane.normal(), segment.origin ) + plane.dist();
+
+ if ( fabs( distance_origin ) < fabs( vector3_dot( plane.normal(), segment.extents ) ) ) {
+ return 1; // partially inside
+ }
+ else if ( distance_origin < 0 ) {
+ return 2; // totally inside
+ }
+ return 0; // totally outside
}
class Ray
{
public:
- Vector3 origin, direction;
-
- Ray()
- {
- }
- Ray(const Vector3& origin_, const Vector3& direction_) :
- origin(origin_), direction(direction_)
- {
- }
+Vector3 origin, direction;
+
+Ray(){
+}
+Ray( const Vector3& origin_, const Vector3& direction_ ) :
+ origin( origin_ ), direction( direction_ ){
+}
};
-inline Ray ray_for_points(const Vector3& origin, const Vector3& p2)
-{
- return Ray(origin, vector3_normalised(vector3_subtracted(p2, origin)));
+inline Ray ray_for_points( const Vector3& origin, const Vector3& p2 ){
+ return Ray( origin, vector3_normalised( vector3_subtracted( p2, origin ) ) );
}
-inline void ray_transform(Ray& ray, const Matrix4& matrix)
-{
- matrix4_transform_point(matrix, ray.origin);
- matrix4_transform_direction(matrix, ray.direction);
+inline void ray_transform( Ray& ray, const Matrix4& matrix ){
+ matrix4_transform_point( matrix, ray.origin );
+ matrix4_transform_direction( matrix, ray.direction );
}
// closest-point-on-line
-inline double ray_squared_distance_to_point(const Ray& ray, const Vector3& point)
-{
- return vector3_length_squared(
- vector3_subtracted(
- point,
- vector3_added(
- ray.origin,
- vector3_scaled(
- ray.direction,
- vector3_dot(
- vector3_subtracted(point, ray.origin),
- ray.direction
- )
- )
- )
- )
- );
+inline double ray_squared_distance_to_point( const Ray& ray, const Vector3& point ){
+ return vector3_length_squared(
+ vector3_subtracted(
+ point,
+ vector3_added(
+ ray.origin,
+ vector3_scaled(
+ ray.direction,
+ vector3_dot(
+ vector3_subtracted( point, ray.origin ),
+ ray.direction
+ )
+ )
+ )
+ )
+ );
}
-inline double ray_distance_to_plane(const Ray& ray, const Plane3& plane)
-{
- return -(vector3_dot(plane.normal(), ray.origin) - plane.dist()) / vector3_dot(ray.direction, plane.normal());
+inline double ray_distance_to_plane( const Ray& ray, const Plane3& plane ){
+ return -( vector3_dot( plane.normal(), ray.origin ) - plane.dist() ) / vector3_dot( ray.direction, plane.normal() );
}
#endif