Renamed LineSegment::intersect(BoundingSphere/Box, double/float&, double/float&) methods to LineSegment::intersectAndComputeRations(..) to avoid confusion with the change in convention for
the old intersect(BoundingBox&, float/double&, float/double&) method as it was inconsitent with the rest of the OSG including the intersect(BoundingSphere) method in how the ratio for the second intersection was measure from - original from the end point, but now made consistent with other places in the OSG so be based on ration from start to end of segment. git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14859 16af8721-9629-0410-8352-f15c8da7e697
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@@ -44,45 +44,48 @@ class OSG_EXPORT LineSegment : public Referenced
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inline bool valid() const { return _s.valid() && _e.valid() && _s!=_e; }
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/** return true if segment intersects BoundingBox. */
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bool intersect(const BoundingBox& bb) const;
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/** return true if segment intersects BoundingBox
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* and return the intersection ratios.
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/** return true if segment intersects BoundingBox and
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* set float ratios for the first and second intersections, where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
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*/
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bool intersect(const BoundingBox& bb,float& r1,float& r2) const;
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bool intersectAndComputeRatios(const BoundingBox& bb, float& ratioFromStartToEnd1, float& ratioFromStartToEnd2) const;
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/** return true if segment intersects BoundingBox
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* and return the intersection ratios.
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/** return true if segment intersects BoundingBox and
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* set double ratios for the first and second intersections, where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
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*/
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bool intersect(const BoundingBox& bb,double& r1,double& r2) const;
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bool intersectAndComputeRatios(const BoundingBox& bb, double& ratioFromStartToEnd1, double& ratioFromStartToEnd2) const;
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/** return true if segment intersects BoundingSphere. */
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bool intersect(const BoundingSphere& bs) const;
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/** return true if segment intersects BoundingSphere and return the
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* intersection ratio.
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/** return true if segment intersects BoundingSphere and
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* set float ratios for the first and second intersections, where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
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*/
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bool intersect(const BoundingSphere& bs,float& r1,float& r2) const;
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bool intersectAndComputeRatios(const BoundingSphere& bs, float& ratioFromStartToEnd1, float& ratioFromStartToEnd2) const;
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/** return true if segment intersects BoundingSphere and return the
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* intersection ratio.
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/** return true if segment intersects BoundingSphere and
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* set double ratios for the first and second intersections, where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
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*/
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bool intersect(const BoundingSphere& bs,double& r1,double& r2) const;
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bool intersectAndComputeRatios(const BoundingSphere& bs,double& ratioFromStartToEnd1, double& ratioFromStartToEnd2) const;
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/** return true if segment intersects triangle
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* and set ratio long segment.
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/** return true if segment intersects triangle and
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* set float ratios where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
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*/
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bool intersect(const Vec3f& v1,const Vec3f& v2,const Vec3f& v3,float& r);
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bool intersect(const Vec3f& v1,const Vec3f& v2,const Vec3f& v3,float& ratioFromStartToEnd);
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/** return true if segment intersects triangle
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* and set ratio long segment.
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/** return true if segment intersects triangle and
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* set double ratios where the ratio is 0.0 at the segment start point, and 1.0 at the segment end point.
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*/
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bool intersect(const Vec3d& v1,const Vec3d& v2,const Vec3d& v3,double& r);
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bool intersect(const Vec3d& v1,const Vec3d& v2,const Vec3d& v3,double& ratioFromStartToEnd);
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/** post multiply a segment by matrix.*/
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inline void mult(const LineSegment& seg,const Matrix& m) { _s = seg._s*m; _e = seg._e*m; }
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/** pre multiply a segment by matrix.*/
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inline void mult(const Matrix& m,const LineSegment& seg) { _s = m*seg._s; _e = m*seg._e; }
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