FPlane3D.h 2.4 KB

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  1. // zlib open source license
  2. //
  3. // Copyright (c) 2017 to 2019 David Forsgren Piuva
  4. //
  5. // This software is provided 'as-is', without any express or implied
  6. // warranty. In no event will the authors be held liable for any damages
  7. // arising from the use of this software.
  8. //
  9. // Permission is granted to anyone to use this software for any purpose,
  10. // including commercial applications, and to alter it and redistribute it
  11. // freely, subject to the following restrictions:
  12. //
  13. // 1. The origin of this software must not be misrepresented; you must not
  14. // claim that you wrote the original software. If you use this software
  15. // in a product, an acknowledgment in the product documentation would be
  16. // appreciated but is not required.
  17. //
  18. // 2. Altered source versions must be plainly marked as such, and must not be
  19. // misrepresented as being the original software.
  20. //
  21. // 3. This notice may not be removed or altered from any source
  22. // distribution.
  23. #ifndef DFPSR_GEOMETRY_FPLANE3D
  24. #define DFPSR_GEOMETRY_FPLANE3D
  25. #include <cmath>
  26. #include "FVector.h"
  27. namespace dsr {
  28. struct FPlane3D {
  29. FVector3D normal; // The plane's normal facing out
  30. float offset; // The plane's translation along the normal
  31. FPlane3D() : normal(FVector3D()), offset(0.0f) {}
  32. FPlane3D(const FVector3D &normal, float offset) : normal(normalize(normal)), offset(offset) {}
  33. // Get the closest distance between the point and the plane
  34. // A negative distance is returned if the point is inside
  35. inline float signedDistance(const FVector3D &point) const {
  36. return dotProduct(this->normal, point) - this->offset;
  37. }
  38. inline bool inside(const FVector3D &point) const {
  39. return this->signedDistance(point) <= 0.0f;
  40. }
  41. // Returns a point on the plane intersecting the line starting at point along direction.
  42. // The direction does not have to be normalized.
  43. // Returns +-INF or NaN when there's no point of intersection.
  44. inline FVector3D rayIntersect(const FVector3D &point, const FVector3D &direction) const {
  45. float relativeOffset = -(dotProduct(this->normal, point) - this->offset) / dotProduct(this->normal, direction);
  46. return point + (direction * relativeOffset);
  47. }
  48. };
  49. inline String& string_toStreamIndented(String& target, const FPlane3D& source, const ReadableString& indentation) {
  50. string_append(target, indentation, U"Normal(", source.normal, U"), Offset(", source.offset, U")");
  51. return target;
  52. }
  53. }
  54. #endif