/usr/include/libwildmagic/Wm5IntrRay2Ray2.h is in libwildmagic-dev 5.13-1+b2.
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// 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: 5.0.2 (2013/11/12)
#ifndef WM5INTRRAY2RAY2_H
#define WM5INTRRAY2RAY2_H
#include "Wm5MathematicsLIB.h"
#include "Wm5Intersector.h"
#include "Wm5Ray2.h"
namespace Wm5
{
template <typename Real>
class WM5_MATHEMATICS_ITEM IntrRay2Ray2
: public Intersector<Real,Vector2<Real> >
{
public:
IntrRay2Ray2 (const Ray2<Real>& ray0, const Ray2<Real>& ray1);
// Object access. Ray0 is P0+t*D0 and Ray1 is P1+t*D1.
const Ray2<Real>& GetRay0 () const;
const Ray2<Real>& GetRay1 () const;
// Static intersection query.
virtual bool Test ();
virtual bool Find ();
// The computation for determining whether the linear components are
// parallel might contain small floating-point round-off errors. The
// default threshold is Math<Real>::ZERO_TOLERANCE. If you set the value,
// pass in a nonnegative number.
void SetDotThreshold (Real dotThreshold);
Real GetDotThreshold () const;
// The intersection set. Let q = GetQuantity(). The cases are
//
// q = 0: The rays do not intersect. GetIntersection() returns IT_EMPTY.
//
// q = 1: The rays intersect in a single point. GetIntersection()
// returns IT_POINT. For Find() queries, access the intersection
// point using GetPoint(0).
//
// q = 2: The rays are collinear and intersect in a segment. This case
// happens only when D1 = -D0. GetIntersection() returns
// IT_SEGMENT. For Find() queries, access the endpoints of the
// intersection segment using GetPoint(0) and GetPoint(1).
//
// q = INT_MAX: The rays are collinear and intersect in a ray. This
// case happens only when D1 = D0. GetIntersection() returns
// IT_RAY. For Find() queries, access the origin of the
// intersection ray using GetPoint(0). The direction is
// D0 (= D1).
int GetQuantity () const;
const Vector2<Real>& GetPoint (int i) const;
private:
using Intersector<Real,Vector2<Real> >::IT_EMPTY;
using Intersector<Real,Vector2<Real> >::IT_POINT;
using Intersector<Real,Vector2<Real> >::IT_SEGMENT;
using Intersector<Real,Vector2<Real> >::IT_RAY;
using Intersector<Real,Vector2<Real> >::IT_LINE;
using Intersector<Real,Vector2<Real> >::mIntersectionType;
// The objects to intersect.
const Ray2<Real>* mRay0;
const Ray2<Real>* mRay1;
// See the comments before {Set,Get}DotThreshold.
Real mDotThreshold;
// Information about the intersection set.
int mQuantity;
Vector2<Real> mPoint[2];
};
typedef IntrRay2Ray2<float> IntrRay2Ray2f;
typedef IntrRay2Ray2<double> IntrRay2Ray2d;
}
#endif
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