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- /*
- ** Command & Conquer Generals(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /* $Header: /Commando/Code/wwmath/plane.h 16 5/05/01 5:48p Jani_p $ */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Voxel Technology *
- * *
- * File Name : PLANE.H *
- * *
- * Programmer : Greg Hjelstrom *
- * *
- * Start Date : 03/17/97 *
- * *
- * Last Update : March 17, 1997 [GH] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef PLANE_H
- #define PLANE_H
- #include "always.h"
- #include "vector3.h"
- #include "sphere.h"
- /*
- ** PlaneClass
- **
- ** 3D-planes. This class uses the Normal+Distance description of a plane.
- ** The relationship for all points (p) on the plane is given by:
- **
- ** N.X * p.X + N.Y * p.Y + N.Z * p.Z = D
- **
- ** BEWARE, if you are used to the Ax + By + Cz + D = 0 description, the
- ** sign of the D value is inverted.
- */
- class PlaneClass
- {
- public:
- enum { FRONT = 0, BACK, ON };
- Vector3 N; // Normal of the plane
- float D; // Distance along the normal from the origin
- PlaneClass(void) : N(0.0f,0.0f,1.0f), D(0.0f) { }
- /*
- ** Plane initialization:
- ** a,b,c,d - explicitly set the four coefficients (note the sign of d!)
- ** normal,dist - explicitly set the normal and distance
- ** normal,point - compute plane with normal, containing point
- ** p1,p2,p3 - compute plane containing three points
- */
- PlaneClass(float nx,float ny,float nz,float dist);
- PlaneClass(const Vector3 & normal,float dist);
- PlaneClass(const Vector3 & normal,const Vector3 & point);
- PlaneClass(const Vector3 & point1,const Vector3 & point2,const Vector3 & point3);
- inline void Set(float a,float b,float c,float d);
- inline void Set(const Vector3 & normal,float dist);
- inline void Set(const Vector3 & normal,const Vector3 & point);
- inline void Set(const Vector3 & point1,const Vector3 & point2,const Vector3 & point3);
- bool Compute_Intersection(const Vector3 & p0,const Vector3 & p1,float * set_t) const;
- bool In_Front(const Vector3 & point) const;
- bool In_Front(const SphereClass & sphere) const;
- bool In_Front_Or_Intersecting(const SphereClass & sphere) const;
- static void Intersect_Planes(const PlaneClass & a, const PlaneClass & b, Vector3 *line_dir, Vector3 *line_point);
- };
- inline PlaneClass::PlaneClass(float nx,float ny,float nz,float dist)
- {
- Set(nx,ny,nz,dist);
- }
-
- inline PlaneClass::PlaneClass(const Vector3 & normal,float dist)
- {
- Set(normal,dist);
- }
- inline PlaneClass::PlaneClass(const Vector3 & normal,const Vector3 & point)
- {
- Set(normal,point);
- }
- inline PlaneClass::PlaneClass(const Vector3 & point1, const Vector3 & point2, const Vector3 & point3)
- {
- Set(point1,point2,point3);
- }
- inline void PlaneClass::Set(float a,float b,float c,float d)
- {
- N.X = a;
- N.Y = b;
- N.Z = c;
- D = d;
- }
- inline void PlaneClass::Set(const Vector3 & normal,float dist)
- {
- N = normal;
- D = dist;
- }
- inline void PlaneClass::Set(const Vector3 & normal,const Vector3 & point)
- {
- N = normal;
- D = Vector3::Dot_Product(normal , point);
- }
- inline void PlaneClass::Set(const Vector3 & point1, const Vector3 & point2, const Vector3 & point3)
- {
- #ifdef ALLOW_TEMPORARIES
- N = Vector3::Cross_Product((point2 - point1), (point3 - point1));
- #else
- Vector3::Cross_Product((point2 - point1), (point3 - point1), &N);
- #endif
- if (N != Vector3(0.0f, 0.0f, 0.0f)) {
- // Points are not colinear. Normalize N and calculate D.
- N.Normalize();
- D = Vector3::Dot_Product(N, point1);
- } else {
- // They are colinear - return default plane (constructors can't fail).
- N = Vector3(0.0f, 0.0f, 1.0f);
- D = 0.0f;
- }
- }
- inline bool PlaneClass::Compute_Intersection(const Vector3 & p0,const Vector3 & p1,float * set_t) const
- {
- float num,den;
- den = Vector3::Dot_Product(N,p1-p0);
- /*
- ** If the denominator is zero, the ray is parallel to the plane
- */
- if (den == 0.0f) {
- return false;
- }
- num = -(Vector3::Dot_Product(N,p0) - D);
- *set_t = num/den;
- /*
- ** If t is not between 0 and 1, the line containing the segment intersects
- ** the plane but the segment does not
- */
- if ((*set_t < 0.0f) || (*set_t > 1.0f)) {
- return false;
- }
- return true;
- }
- inline bool PlaneClass::In_Front(const Vector3 & point) const
- {
- float dist = Vector3::Dot_Product(point,N);
- return (dist > D);
- }
- // This function returns true if the sphere is in front of the plane.
- inline bool PlaneClass::In_Front(const SphereClass & sphere) const
- {
- float dist = Vector3::Dot_Product(sphere.Center,N);
- return ((dist - D) >= sphere.Radius);
- }
- // This function will return 1 if any part of the sphere is in front of the plane.
- // (i.e. if the sphere is entirely in front of the plane or if it intersects the plane).
- inline bool PlaneClass::In_Front_Or_Intersecting(const SphereClass & sphere) const
- {
- float dist = Vector3::Dot_Product(sphere.Center , N);
- return ((D - dist) < sphere.Radius);
- }
- inline void PlaneClass::Intersect_Planes(const PlaneClass & a, const PlaneClass & b, Vector3 *line_dir, Vector3 *line_point)
- {
- // Method used is from "plane-to-plane intersection", Graphics Gems III, pp. 233-235.
- // Find line of intersection. First find direction vector of line:
- Vector3::Cross_Product(a.N, b.N, line_dir);
- // Now find point on line. How we do it depends on what the largest coordinate of the
- // direction vector is.
- Vector3 abs_dir = *line_dir;
- abs_dir.Update_Max(-abs_dir);
- if (abs_dir.X > abs_dir.Y) {
- if (abs_dir.X > abs_dir.Z) {
- // X largest
- float ool = 1.0f / line_dir->X;
- line_point->Y = (b.N.Z * a.D - a.N.Z * b.D) * ool;
- line_point->Z = (a.N.Y * b.D - b.N.Y * a.D) * ool;
- line_point->X = 0.0f;
- } else {
- // Z largest
- float ool = 1.0f / line_dir->Z;
- line_point->X = (b.N.Y * a.D - a.N.Y * b.D) * ool;
- line_point->Y = (a.N.X * b.D - b.N.X * a.D) * ool;
- line_point->Z = 0.0f;
- }
- } else {
- if (abs_dir.Y > abs_dir.Z) {
- // Y largest
- float ool = 1.0f / line_dir->Y;
- line_point->Z = (b.N.X * a.D - a.N.X * b.D) * ool;
- line_point->X = (a.N.Z * b.D - b.N.Z * a.D) * ool;
- line_point->Y = 0.0f;
- } else {
- // Z largest
- float ool = 1.0f / line_dir->Z;
- line_point->X = (b.N.Y * a.D - a.N.Y * b.D) * ool;
- line_point->Y = (a.N.X * b.D - b.N.X * a.D) * ool;
- line_point->Z = 0.0f;
- }
- }
- // Normalize direction vector (we do it here because we needed the non-normalized version to
- // find the point).
- line_dir->Normalize();
- }
- #endif /*PLANE_H*/
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