| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140 |
- #include "CmPlane.h"
- #include "CmMatrix3.h"
- #include "CmAABox.h"
- #include "CmSphere.h"
- #include "CmRay.h"
- namespace BansheeEngine
- {
- Plane::Plane()
- {
- normal = Vector3::ZERO;
- d = 0.0;
- }
- Plane::Plane(const Plane& copy)
- {
- normal = copy.normal;
- d = copy.d;
- }
- Plane::Plane(const Vector3& normal, float d)
- {
- this->normal = normal;
- this->d = -d;
- }
- Plane::Plane(float a, float b, float c, float _d)
- : normal(a, b, c), d(_d)
- { }
- Plane::Plane(const Vector3& normal, const Vector3& point)
- {
- this->normal = normal;
- d = -normal.dot(point);
- }
- Plane::Plane(const Vector3& point0, const Vector3& point1, const Vector3& point2)
- {
- Vector3 kEdge1 = point1 - point0;
- Vector3 kEdge2 = point2 - point0;
- normal = kEdge1.cross(kEdge2);
- normal.normalize();
- d = -normal.dot(point0);
- }
- float Plane::getDistance(const Vector3& point) const
- {
- return normal.dot(point) + d;
- }
- Plane::Side Plane::getSide(const Vector3& point) const
- {
- float dist = getDistance(point);
- if (dist < 0.0f)
- return Plane::NEGATIVE_SIDE;
- if (dist > 0.0f)
- return Plane::POSITIVE_SIDE;
- return Plane::NO_SIDE;
- }
- Plane::Side Plane::getSide(const AABox& box) const
- {
- // Calculate the distance between box centre and the plane
- float dist = getDistance(box.getCenter());
- // Calculate the maximize allows absolute distance for
- // the distance between box centre and plane
- Vector3 halfSize = box.getHalfSize();
- float maxAbsDist = Math::abs(normal.x * halfSize.x) + Math::abs(normal.y * halfSize.y) + Math::abs(normal.z * halfSize.z);
- if (dist < -maxAbsDist)
- return Plane::NEGATIVE_SIDE;
- if (dist > +maxAbsDist)
- return Plane::POSITIVE_SIDE;
- return Plane::BOTH_SIDE;
- }
- Vector3 Plane::projectVector(const Vector3& point) const
- {
- // We know plane normal is unit length, so use simple method
- Matrix3 xform;
- xform[0][0] = 1.0f - normal.x * normal.x;
- xform[0][1] = -normal.x * normal.y;
- xform[0][2] = -normal.x * normal.z;
- xform[1][0] = -normal.y * normal.x;
- xform[1][1] = 1.0f - normal.y * normal.y;
- xform[1][2] = -normal.y * normal.z;
- xform[2][0] = -normal.z * normal.x;
- xform[2][1] = -normal.z * normal.y;
- xform[2][2] = 1.0f - normal.z * normal.z;
- return xform.transform(point);
- }
- float Plane::normalize()
- {
- float fLength = normal.length();
- // Will also work for zero-sized vectors, but will change nothing
- if (fLength > 1e-08f)
- {
- float fInvLength = 1.0f / fLength;
- normal *= fInvLength;
- d *= fInvLength;
- }
- return fLength;
- }
- bool Plane::intersects(const AABox& box) const
- {
- return box.intersects(*this);
- }
- bool Plane::intersects(const Sphere& sphere) const
- {
- return sphere.intersects(*this);
- }
- std::pair<bool, float> Plane::intersects(const Ray& ray) const
- {
- float denom = normal.dot(ray.getDirection());
- if (Math::abs(denom) < std::numeric_limits<float>::epsilon())
- {
- // Parallel
- return std::pair<bool, float>(false, 0.0f);
- }
- else
- {
- float nom = normal.dot(ray.getOrigin()) + d;
- float t = -(nom/denom);
- return std::pair<bool, float>(t >= 0.0f, t);
- }
- }
- }
|