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restructured repository based on following standards:
https://github.com/HW-Core/directory-structure
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89
modules/dep/g3dlite/source/Line.cpp
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89
modules/dep/g3dlite/source/Line.cpp
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/**
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@file Line.cpp
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Line class
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@maintainer Morgan McGuire, graphics3d.com
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@created 2001-06-02
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@edited 2006-01-28
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*/
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#include "G3D/Line.h"
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#include "G3D/Plane.h"
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namespace G3D {
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Vector3 Line::intersection(const Plane& plane) const {
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float d;
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Vector3 normal = plane.normal();
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plane.getEquation(normal, d);
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float rate = _direction.dot(normal);
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if (rate == 0) {
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return Vector3::inf();
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} else {
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float t = -(d + _point.dot(normal)) / rate;
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return _point + _direction * t;
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}
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}
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Line::Line(class BinaryInput& b) {
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deserialize(b);
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}
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void Line::serialize(class BinaryOutput& b) const {
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_point.serialize(b);
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_direction.serialize(b);
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}
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void Line::deserialize(class BinaryInput& b) {
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_point.deserialize(b);
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_direction.deserialize(b);
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}
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Vector3 Line::closestPoint(const Vector3& pt) const {
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float t = _direction.dot(pt - _point);
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return _point + _direction * t;
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}
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Vector3 Line::point() const {
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return _point;
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}
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Vector3 Line::direction() const {
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return _direction;
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}
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Vector3 Line::closestPoint(const Line& B, float& minDist) const {
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const Vector3& P1 = _point;
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const Vector3& U1 = _direction;
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Vector3 P2 = B.point();
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Vector3 U2 = B.direction();
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const Vector3& P21 = P2 - P1;
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const Vector3& M = U2.cross(U1);
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float m2 = M.length();
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Vector3 R = P21.cross(M) / m2;
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float t1 = R.dot(U2);
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minDist = abs(P21.dot(M)) / sqrt(m2);
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return P1 + t1 * U1;
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}
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}
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