114 lines
4.9 KiB
C++
114 lines
4.9 KiB
C++
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
/**
|
|
* Contains code for planes.
|
|
* \file IcePlane.h
|
|
* \author Pierre Terdiman
|
|
* \date April, 4, 2000
|
|
*/
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Include Guard
|
|
#ifndef __ICEPLANE_H__
|
|
#define __ICEPLANE_H__
|
|
|
|
#define PLANE_EPSILON (1.0e-7f)
|
|
|
|
class ICEMATHS_API Plane
|
|
{
|
|
public:
|
|
//! Constructor
|
|
inline_ Plane() { }
|
|
//! Constructor from a normal and a distance
|
|
inline_ Plane(float _nx, float _ny, float _nz, float _d) { Set(_nx, _ny, _nz, _d); }
|
|
//! Constructor from a point on the plane and a normal
|
|
inline_ Plane(const Point& _p, const Point& _n) { Set(_p, _n); }
|
|
//! Constructor from three points
|
|
inline_ Plane(const Point& p0, const Point& p1, const Point& p2) { Set(p0, p1, p2); }
|
|
//! Constructor from a normal and a distance
|
|
inline_ Plane(const Point& _n, float _d) { n = _n; d = _d; }
|
|
//! Copy constructor
|
|
inline_ Plane(const Plane& plane) : n(plane.n), d(plane.d) { }
|
|
//! Destructor
|
|
inline_ ~Plane() { }
|
|
|
|
inline_ Plane& Zero() { n.Zero(); d = 0.0f; return *this; }
|
|
inline_ Plane& Set(float nx, float ny, float nz, float _d) { n.Set(nx, ny, nz); d = _d; return *this; }
|
|
inline_ Plane& Set(const Point& p, const Point& _n) { n = _n; d = - p | _n; return *this; }
|
|
Plane& Set(const Point& p0, const Point& p1, const Point& p2);
|
|
|
|
inline_ float Distance(const Point& p) const { return (p | n) + d; }
|
|
inline_ bool Belongs(const Point& p) const { return fabsf(Distance(p)) < PLANE_EPSILON; }
|
|
|
|
inline_ void Normalize()
|
|
{
|
|
float Denom = 1.0f / n.Magnitude();
|
|
n.x *= Denom;
|
|
n.y *= Denom;
|
|
n.z *= Denom;
|
|
d *= Denom;
|
|
}
|
|
public:
|
|
// Members
|
|
Point n; //!< The normal to the plane
|
|
float d; //!< The distance from the origin
|
|
|
|
// Cast operators
|
|
inline_ operator Point() const { return n; }
|
|
inline_ operator HPoint() const { return HPoint(n, d); }
|
|
|
|
// Arithmetic operators
|
|
inline_ Plane operator*(const Matrix4x4& m) const
|
|
{
|
|
// Old code from Irion. Kept for reference.
|
|
Plane Ret(*this);
|
|
return Ret *= m;
|
|
}
|
|
|
|
inline_ Plane& operator*=(const Matrix4x4& m)
|
|
{
|
|
// Old code from Irion. Kept for reference.
|
|
Point n2 = HPoint(n, 0.0f) * m;
|
|
d = -((Point) (HPoint( -d*n, 1.0f ) * m) | n2);
|
|
n = n2;
|
|
return *this;
|
|
}
|
|
};
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
/**
|
|
* Transforms a plane by a 4x4 matrix. Same as Plane * Matrix4x4 operator, but faster.
|
|
* \param transformed [out] transformed plane
|
|
* \param plane [in] source plane
|
|
* \param transform [in] transform matrix
|
|
* \warning the plane normal must be unit-length
|
|
*/
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
inline_ void TransformPlane(Plane& transformed, const Plane& plane, const Matrix4x4& transform)
|
|
{
|
|
// Rotate the normal using the rotation part of the 4x4 matrix
|
|
transformed.n = plane.n * Matrix3x3(transform);
|
|
|
|
// Compute new d
|
|
transformed.d = plane.d - (Point(transform.GetTrans())|transformed.n);
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
/**
|
|
* Transforms a plane by a 4x4 matrix. Same as Plane * Matrix4x4 operator, but faster.
|
|
* \param plane [in/out] source plane (transformed on return)
|
|
* \param transform [in] transform matrix
|
|
* \warning the plane normal must be unit-length
|
|
*/
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
inline_ void TransformPlane(Plane& plane, const Matrix4x4& transform)
|
|
{
|
|
// Rotate the normal using the rotation part of the 4x4 matrix
|
|
plane.n *= Matrix3x3(transform);
|
|
|
|
// Compute new d
|
|
plane.d -= Point(transform.GetTrans())|plane.n;
|
|
}
|
|
|
|
#endif // __ICEPLANE_H__
|