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- /*
- ** Command & Conquer Generals Zero Hour(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/Tools/pluglib/plane.h 8 4/22/98 6:36p Greg_h $ */
- /***********************************************************************************************
- *** 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: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef PLANE_H
- #define PLANE_H
- #ifndef VECTOR3_H
- #include "vector3.h"
- #endif
- /*
- ** PlaneClass
- **
- ** 3D-planes. This class needs to be fleshed out but it does what I need for now.
- */
- class PlaneClass
- {
- public:
- Vector3 N;
- float D;
- PlaneClass(void) : N(0.0f,0.0f,1.0f), D(0.0f) { }
- PlaneClass(float a,float b,float c,float d) : N(a,b,c),D(d) { }
- PlaneClass(const Vector3 & normal,float dist) : N(normal), D(dist) { }
-
- // Create a plane given the normal and a point on the plane
- PlaneClass(const Vector3 & normal,const Vector3 & point);
- // Create a plane out of three points, ordered according to a right-hand convention.
- PlaneClass(const Vector3 & point1, const Vector3 & point2, const Vector3 & point3);
- void Set(float a,float b,float c,float d) { N[0] = a; N[1] = b; N[2] = c; D = d; }
- };
- inline PlaneClass::PlaneClass(const Vector3 & normal,const Vector3 & point)
- {
- N = normal;
- D = Vector3::Dot_Product(normal , point);
- }
- inline PlaneClass::PlaneClass(const Vector3 & point1, const Vector3 & point2, const Vector3 & point3)
- {
- N = Vector3::Cross_Product((point2 - point1), (point3 - point1));
- if (N != Vector3(0.0f, 0.0f, 0.0f)) {
- // Points are not colinear. Normalize N and calculate D.
- N.Normalize();
- D = 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 In_Front(const Vector3 & point,const PlaneClass & plane)
- {
- double dist = point * plane.N;
- return (dist > plane.D);
- }
- #endif /*PLANE_H*/
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