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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.3 (2013/11/19)
#include "Wm5MathematicsPCH.h"
#include "Wm5IntrRay2Ray2.h"
#include "Wm5IntrLine2Line2.h"
namespace Wm5
{
//----------------------------------------------------------------------------
template <typename Real>
IntrRay2Ray2<Real>::IntrRay2Ray2 (const Ray2<Real>& ray0,
const Ray2<Real>& ray1)
:
mRay0(&ray0),
mRay1(&ray1),
mDotThreshold(Math<Real>::ZERO_TOLERANCE)
{
}
//----------------------------------------------------------------------------
template <typename Real>
const Ray2<Real>& IntrRay2Ray2<Real>::GetRay0 () const
{
return *mRay0;
}
//----------------------------------------------------------------------------
template <typename Real>
const Ray2<Real>& IntrRay2Ray2<Real>::GetRay1 () const
{
return *mRay1;
}
//----------------------------------------------------------------------------
template <typename Real>
bool IntrRay2Ray2<Real>::Test ()
{
Real s[2];
mIntersectionType = IntrLine2Line2<Real>::Classify(mRay0->Origin,
mRay0->Direction, mRay1->Origin, mRay1->Direction, mDotThreshold, s);
if (mIntersectionType == IT_POINT)
{
// Test whether the line-line intersection is on the rays.
if (s[0] >= (Real)0 && s[1] >= (Real)0)
{
mQuantity = 1;
}
else
{
mQuantity = 0;
mIntersectionType = IT_EMPTY;
}
}
else if (mIntersectionType == IT_LINE)
{
if (mRay0->Direction.Dot(mRay1->Direction) > (Real)0)
{
// The rays are collinear and in the same direction, so they must
// overlap.
mQuantity = INT_MAX;
mIntersectionType = IT_RAY;
}
else
{
// The rays are collinear but in opposite directions. Test
// whether they overlap. Ray0 has interval [0,+infinity) and
// ray1 has interval (-infinity,t1] relative to ray0.direction.
Real t1 = mRay0->Direction.Dot(mRay1->Origin - mRay0->Origin);
if (t1 > (Real)0)
{
mQuantity = 2;
mIntersectionType = IT_SEGMENT;
}
else if (t1 < (Real)0)
{
mQuantity = 0;
mIntersectionType = IT_EMPTY;
}
else // t1 == 0
{
mQuantity = 1;
mIntersectionType = IT_POINT;
}
}
}
else
{
mQuantity = 0;
}
return mIntersectionType != IT_EMPTY;
}
//----------------------------------------------------------------------------
template <typename Real>
bool IntrRay2Ray2<Real>::Find ()
{
Real s[2];
mIntersectionType = IntrLine2Line2<Real>::Classify(mRay0->Origin,
mRay0->Direction, mRay1->Origin, mRay1->Direction, mDotThreshold, s);
if (mIntersectionType == IT_POINT)
{
// Test whether the line-line intersection is on the rays.
if (s[0] >= (Real)0 && s[1] >= (Real)0)
{
mQuantity = 1;
mPoint[0] = mRay0->Origin + s[0]*mRay0->Direction;
}
else
{
mQuantity = 0;
mIntersectionType = IT_EMPTY;
}
}
else if (mIntersectionType == IT_LINE)
{
// Compute t1 for which ray1.origin = ray0.origin + t1*ray0.direction.
Real t1 = mRay0->Direction.Dot(mRay1->Origin - mRay0->Origin);
if (mRay0->Direction.Dot(mRay1->Direction) > (Real)0)
{
// The rays are collinear and in the same direction, so they must
// overlap. Effectively, we compute the intersection of intervals
// [0,+infinity) and [t1,+infinity).
mQuantity = INT_MAX;
mIntersectionType = IT_RAY;
mPoint[0] = (t1 > (Real)0 ? mRay1->Origin : mRay0->Origin);
}
else
{
// The rays are collinear but in opposite directions. Test
// whether they overlap. Ray0 has interval [0,+infinity) and
// ray1 has interval (-infinity,t1].
if (t1 > (Real)0)
{
mQuantity = 2;
mIntersectionType = IT_SEGMENT;
mPoint[0] = mRay0->Origin;
mPoint[1] = mRay1->Origin;
}
else if (t1 < (Real)0)
{
mQuantity = 0;
mIntersectionType = IT_EMPTY;
}
else // t1 == 0
{
mQuantity = 1;
mIntersectionType = IT_POINT;
mPoint[0] = mRay0->Origin;
}
}
}
else
{
mQuantity = 0;
}
return mIntersectionType != IT_EMPTY;
}
//----------------------------------------------------------------------------
template <typename Real>
void IntrRay2Ray2<Real>::SetDotThreshold (Real dotThreshold)
{
if (dotThreshold >= (Real)0)
{
mDotThreshold = dotThreshold;
return;
}
assertion(false, "Dot threshold must be nonnegative.");
}
//----------------------------------------------------------------------------
template <typename Real>
Real IntrRay2Ray2<Real>::GetDotThreshold () const
{
return mDotThreshold;
}
//----------------------------------------------------------------------------
template <typename Real>
int IntrRay2Ray2<Real>::GetQuantity () const
{
return mQuantity;
}
//----------------------------------------------------------------------------
template <typename Real>
const Vector2<Real>& IntrRay2Ray2<Real>::GetPoint (int i) const
{
return mPoint[i];
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Explicit instantiation.
//----------------------------------------------------------------------------
template WM5_MATHEMATICS_ITEM
class IntrRay2Ray2<float>;
template WM5_MATHEMATICS_ITEM
class IntrRay2Ray2<double>;
//----------------------------------------------------------------------------
}
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