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csIntersect3 Class Reference

Some functions to perform various intersection calculations with 3D line segments. More...

#include <math3d.h>

List of all members.

Static Public Methods

bool IntersectPolygon (const csPlane3 &plane, csPoly3D *poly, csSegment3 &segment)
 Intersect a plane with a 3D polygon and return the line segment corresponding with this intersection. More...

int IntersectSegment (csPlane3 *planes, int num_planes, csSegment3 &seg)
 Intersect a segment with a frustum (given as a set of planes). More...

bool IntersectTriangle (const csVector3 &tr1, const csVector3 &tr2, const csVector3 &tr3, const csSegment3 &seg, csVector3 &isect)
 Intersect a 3D segment with a triangle. More...

bool Plane (const csVector3 &u, const csVector3 &v, const csVector3 &normal, const csVector3 &a, csVector3 &isect, float &dist)
 Intersect a 3D segment with a plane. More...

bool Plane (const csVector3 &u, const csVector3 &v, const csPlane3 &p, csVector3 &isect, float &dist)
 Intersect a 3D segment with a plane. More...

bool Planes (const csPlane3 &p1, const csPlane3 &p2, const csPlane3 &p3, csVector3 &isect)
 Intersect 3 planes to get the point that is part of all three planes. More...

bool PlaneXPlane (const csPlane3 &p1, float x2, csPlane2 &isect)
 Intersect a regular plane and an axis aligned plane and return the intersection (line) as a 2D plane. More...

bool PlaneYPlane (const csPlane3 &p1, float y2, csPlane2 &isect)
 Intersect a regular plane and an axis aligned plane and return the intersection (line) as a 2D plane. More...

bool PlaneZPlane (const csPlane3 &p1, float z2, csPlane2 &isect)
 Intersect a regular plane and an axis aligned plane and return the intersection (line) as a 2D plane. More...

bool PlaneAxisPlane (const csPlane3 &p1, int nr, float pos, csPlane2 &isect)
 Intersect a regular plane and an axis aligned plane and return the intersection (line) as a 2D plane. More...

float Z0Plane (const csVector3 &v1, const csVector3 &v2, csVector3 &isect)
 Intersect a 3D segment with the z = 0 plane. More...

float Z0Plane (const csSegment3 &uv, csVector3 &isect)
 Intersect a 3D segment with the z = 0 plane. More...

float ZPlane (float zval, const csVector3 &u, const csVector3 &v, csVector3 &isect)
 Intersect a 3D segment with the plane z = zval. More...

float ZPlane (float zval, const csSegment3 &uv, csVector3 &isect)
 Intersect a 3D segment with the plane z = zval. More...

float XFrustum (float A, const csVector3 &u, const csVector3 &v, csVector3 &isect)
 Intersect a 3D segment with the frustum plane Ax + z = 0. More...

float XFrustum (float A, const csSegment3 &uv, csVector3 &isect)
 Intersect a 3D segment with the frustum plane Ax + z = 0. More...

float YFrustum (float B, const csVector3 &u, const csVector3 &v, csVector3 &isect)
 Intersect a 3D segment with the frustum plane By + z = 0. More...

float YFrustum (float B, const csSegment3 &uv, csVector3 &isect)
 Intersect a 3D segment with the frustum plane By + z = 0. More...

int BoxSegment (const csBox3 &box, const csSegment3 &segment, csVector3 &isect, float *pr=NULL)
 Intersect a segment with a box and returns true if it intersects. More...


Detailed Description

Some functions to perform various intersection calculations with 3D line segments.

This is a static class and contains only static member functions.


Member Function Documentation

int csIntersect3::BoxSegment ( const csBox3 & box,
const csSegment3 & segment,
csVector3 & isect,
float * pr = NULL ) [static]
 

Intersect a segment with a box and returns true if it intersects.

The intersection point is also returned. If 'pr' is given then a number between 0 and 1 is returned which corresponds to the position on the segment. If we were in the box this this function will also return true. In this case 'isect' will be set to the start of the segment and *pr to 0.

bool csIntersect3::IntersectPolygon ( const csPlane3 & plane,
csPoly3D * poly,
csSegment3 & segment ) [static]
 

Intersect a plane with a 3D polygon and return the line segment corresponding with this intersection.

Returns true if there is an intersection. If false then 'segment' will not be valid.

int csIntersect3::IntersectSegment ( csPlane3 * planes,
int num_planes,
csSegment3 & seg ) [static]
 

Intersect a segment with a frustum (given as a set of planes).

Returns the clipped segment (i.e. the part of the segment that is visible in the frustum). Returns -1 if the segment is entirely outside the frustum. Returns 0 if the segment is not modified and returns 1 otherwise. The input segment will be modified. @@ WARNING! This function may not work completely ok. It has only barely been tested and is now unused.

bool csIntersect3::IntersectTriangle ( const csVector3 & tr1,
const csVector3 & tr2,
const csVector3 & tr3,
const csSegment3 & seg,
csVector3 & isect ) [static]
 

Intersect a 3D segment with a triangle.

Returns true if there is an intersection. In that case the intersection point will be in 'isect'.

bool csIntersect3::Plane ( const csVector3 & u,
const csVector3 & v,
const csPlane3 & p,
csVector3 & isect,
float & dist ) [static]
 

Intersect a 3D segment with a plane.

Returns true if there is an intersection, with the intersection point returned in isect. The distance from u to the intersection point is returned in dist. The distance that is returned is a normalized distance with respect to the given input vector. i.e. a distance of 0.5 means that the intersection point is halfway u and v.

bool csIntersect3::Plane ( const csVector3 & u,
const csVector3 & v,
const csVector3 & normal,
const csVector3 & a,
csVector3 & isect,
float & dist ) [static]
 

Intersect a 3D segment with a plane.

Returns true if there is an intersection, with the intersection point returned in isect.

bool csIntersect3::PlaneAxisPlane ( const csPlane3 & p1,
int nr,
float pos,
csPlane2 & isect ) [inline, static]
 

Intersect a regular plane and an axis aligned plane and return the intersection (line) as a 2D plane.

This intersection is defined on the axis aligned plane. Returns false if there is no intersection.

bool csIntersect3::PlaneXPlane ( const csPlane3 & p1,
float x2,
csPlane2 & isect ) [static]
 

Intersect a regular plane and an axis aligned plane and return the intersection (line) as a 2D plane.

This intersection is defined on the axis aligned plane. Returns false if there is no intersection.

bool csIntersect3::PlaneYPlane ( const csPlane3 & p1,
float y2,
csPlane2 & isect ) [static]
 

Intersect a regular plane and an axis aligned plane and return the intersection (line) as a 2D plane.

This intersection is defined on the axis aligned plane. Returns false if there is no intersection.

bool csIntersect3::PlaneZPlane ( const csPlane3 & p1,
float z2,
csPlane2 & isect ) [static]
 

Intersect a regular plane and an axis aligned plane and return the intersection (line) as a 2D plane.

This intersection is defined on the axis aligned plane. Returns false if there is no intersection.

bool csIntersect3::Planes ( const csPlane3 & p1,
const csPlane3 & p2,
const csPlane3 & p3,
csVector3 & isect ) [static]
 

Intersect 3 planes to get the point that is part of all three planes.

Returns true, if there is a single point that fits. If some planes are parallel, then it will return false.

float csIntersect3::XFrustum ( float A,
const csSegment3 & uv,
csVector3 & isect ) [inline, static]
 

Intersect a 3D segment with the frustum plane Ax + z = 0.

Assumes an intersection, and returns the intersection point in isect.

float csIntersect3::XFrustum ( float A,
const csVector3 & u,
const csVector3 & v,
csVector3 & isect ) [static]
 

Intersect a 3D segment with the frustum plane Ax + z = 0.

Assumes an intersection, and returns the intersection point in isect.

float csIntersect3::YFrustum ( float B,
const csSegment3 & uv,
csVector3 & isect ) [inline, static]
 

Intersect a 3D segment with the frustum plane By + z = 0.

Assumes an intersection, and returns the intersection point in isect.

float csIntersect3::YFrustum ( float B,
const csVector3 & u,
const csVector3 & v,
csVector3 & isect ) [static]
 

Intersect a 3D segment with the frustum plane By + z = 0.

Assumes an intersection, and returns the intersection point in isect.

float csIntersect3::Z0Plane ( const csSegment3 & uv,
csVector3 & isect ) [inline, static]
 

Intersect a 3D segment with the z = 0 plane.

Assumes that there is an intersection (fails if the segment is parallel to the plane), and returns the distance from u to the intersection point. The intersection point is returned in isect.

float csIntersect3::Z0Plane ( const csVector3 & v1,
const csVector3 & v2,
csVector3 & isect ) [static]
 

Intersect a 3D segment with the z = 0 plane.

Assumes that there is an intersection (fails if the segment is parallel to the plane), and returns the distance from u to the intersection point. The intersection point is returned in isect.

float csIntersect3::ZPlane ( float zval,
const csSegment3 & uv,
csVector3 & isect ) [inline, static]
 

Intersect a 3D segment with the plane z = zval.

Assumes that there is an intersection (fails if the segment is parallel to the plane), and returns the distance from u to the intersection point. The intersection point is returned in isect.

float csIntersect3::ZPlane ( float zval,
const csVector3 & u,
const csVector3 & v,
csVector3 & isect ) [static]
 

Intersect a 3D segment with the plane z = zval.

Assumes that there is an intersection (fails if the segment is parallel to the plane), and returns the distance from u to the intersection point. The intersection point is returned in isect.


The documentation for this class was generated from the following file:
Generated for Crystal Space by doxygen 1.2.5 written by Dimitri van Heesch, ©1997-2000