// zlib open source license // // Copyright (c) 2017 to 2019 David Forsgren Piuva // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. #ifndef DFPSR_GEOMETRY_FPLANE3D #define DFPSR_GEOMETRY_FPLANE3D #include #include "FVector.h" namespace dsr { struct FPlane3D { FVector3D normal; // The plane's normal facing out float offset; // The plane's translation along the normal FPlane3D() : normal(FVector3D()), offset(0.0f) {} FPlane3D(const FVector3D &normal, float offset) : normal(normalize(normal)), offset(offset) {} // Get the closest distance between the point and the plane // A negative distance is returned if the point is inside inline float signedDistance(const FVector3D &point) const { return dotProduct(this->normal, point) - this->offset; } inline bool inside(const FVector3D &point) const { return this->signedDistance(point) <= 0.0f; } // Returns a point on the plane intersecting the line starting at point along direction. // The direction does not have to be normalized. // Returns +-INF or NaN when there's no point of intersection. inline FVector3D rayIntersect(const FVector3D &point, const FVector3D &direction) const { float relativeOffset = -(dotProduct(this->normal, point) - this->offset) / dotProduct(this->normal, direction); return point + (direction * relativeOffset); } }; inline String& string_toStreamIndented(String& target, const FPlane3D& source, const ReadableString& indentation) { string_append(target, indentation, U"Normal(", source.normal, U"), Offset(", source.offset, U")"); return target; } } #endif