Plane.h 4.4 KB

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  1. //
  2. // Copyright (c) 2008-2017 the Urho3D project.
  3. //
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  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
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  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
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  22. #pragma once
  23. #include "../Math/Matrix3x4.h"
  24. namespace Atomic
  25. {
  26. /// Surface in three-dimensional space.
  27. class ATOMIC_API Plane
  28. {
  29. public:
  30. /// Construct a degenerate plane with zero normal and parameter.
  31. Plane() :
  32. d_(0.0f)
  33. {
  34. }
  35. /// Copy-construct from another plane.
  36. Plane(const Plane& plane) :
  37. normal_(plane.normal_),
  38. absNormal_(plane.absNormal_),
  39. d_(plane.d_)
  40. {
  41. }
  42. /// Construct from 3 vertices.
  43. Plane(const Vector3& v0, const Vector3& v1, const Vector3& v2)
  44. {
  45. Define(v0, v1, v2);
  46. }
  47. /// Construct from a normal vector and a point on the plane.
  48. Plane(const Vector3& normal, const Vector3& point)
  49. {
  50. Define(normal, point);
  51. }
  52. /// Construct from a 4-dimensional vector, where the w coordinate is the plane parameter.
  53. Plane(const Vector4& plane)
  54. {
  55. Define(plane);
  56. }
  57. /// Assign from another plane.
  58. Plane& operator =(const Plane& rhs)
  59. {
  60. normal_ = rhs.normal_;
  61. absNormal_ = rhs.absNormal_;
  62. d_ = rhs.d_;
  63. return *this;
  64. }
  65. /// Define from 3 vertices.
  66. void Define(const Vector3& v0, const Vector3& v1, const Vector3& v2)
  67. {
  68. Vector3 dist1 = v1 - v0;
  69. Vector3 dist2 = v2 - v0;
  70. Define(dist1.CrossProduct(dist2), v0);
  71. }
  72. /// Define from a normal vector and a point on the plane.
  73. void Define(const Vector3& normal, const Vector3& point)
  74. {
  75. normal_ = normal.Normalized();
  76. absNormal_ = normal_.Abs();
  77. d_ = -normal_.DotProduct(point);
  78. }
  79. /// Define from a 4-dimensional vector, where the w coordinate is the plane parameter.
  80. void Define(const Vector4& plane)
  81. {
  82. normal_ = Vector3(plane.x_, plane.y_, plane.z_);
  83. absNormal_ = normal_.Abs();
  84. d_ = plane.w_;
  85. }
  86. /// Transform with a 3x3 matrix.
  87. void Transform(const Matrix3& transform);
  88. /// Transform with a 3x4 matrix.
  89. void Transform(const Matrix3x4& transform);
  90. /// Transform with a 4x4 matrix.
  91. void Transform(const Matrix4& transform);
  92. /// Project a point on the plane.
  93. Vector3 Project(const Vector3& point) const { return point - normal_ * (normal_.DotProduct(point) + d_); }
  94. /// Return signed distance to a point.
  95. float Distance(const Vector3& point) const { return normal_.DotProduct(point) + d_; }
  96. /// Reflect a normalized direction vector.
  97. Vector3 Reflect(const Vector3& direction) const { return direction - (2.0f * normal_.DotProduct(direction) * normal_); }
  98. /// Return a reflection matrix.
  99. Matrix3x4 ReflectionMatrix() const;
  100. /// Return transformed by a 3x3 matrix.
  101. Plane Transformed(const Matrix3& transform) const;
  102. /// Return transformed by a 3x4 matrix.
  103. Plane Transformed(const Matrix3x4& transform) const;
  104. /// Return transformed by a 4x4 matrix.
  105. Plane Transformed(const Matrix4& transform) const;
  106. /// Return as a vector.
  107. Vector4 ToVector4() const { return Vector4(normal_, d_); }
  108. /// Plane normal.
  109. Vector3 normal_;
  110. /// Plane absolute normal.
  111. Vector3 absNormal_;
  112. /// Plane constant.
  113. float d_;
  114. /// Plane at origin with normal pointing up.
  115. static const Plane UP;
  116. };
  117. }