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- // 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 <cmath>
- #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
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