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- #include "Base.h"
- #include "Plane.h"
- #include "Frustum.h"
- #include "Ray.h"
- #include "BoundingSphere.h"
- #include "BoundingBox.h"
- namespace gameplay
- {
- Plane::Plane()
- {
- }
- Plane::Plane(const Vector3& normal, float distance)
- {
- set(normal, distance);
- }
- Plane::Plane(const Plane& copy)
- {
- set(copy);
- }
- Plane::~Plane()
- {
- }
- const Vector3& Plane::getNormal() const
- {
- return _normal;
- }
- void Plane::setNormal(const Vector3& normal)
- {
- _normal = normal;
- normalize();
- }
- float Plane::getDistance() const
- {
- return _distance;
- }
- void Plane::setDistance(float distance)
- {
- _distance = distance;
- }
- float Plane::distance(const Vector3& point) const
- {
- return _normal.x * point.x + _normal.y * point.y + _normal.z * point.z + _distance;
- }
- void Plane::intersection(const Plane& p1, const Plane& p2, const Plane& p3, Vector3* point)
- {
- // The planes' normals must be all normalized (which we guarantee in the Plane class).
- // Calculate the determinant of the matrix (i.e | n1 n2 n3 |).
- float det = p1._normal.x * (p2._normal.y * p3._normal.z -
- p2._normal.z * p3._normal.y) - p2._normal.x *(p1._normal.y * p3._normal.z -
- p1._normal.z * p3._normal.y) + p3._normal.x * (p1._normal.y * p2._normal.z - p1._normal.z * p2._normal.y);
- // If the determinant is zero, then the planes do not all intersect.
- if (det == 0.0f)
- return;
- // Create 3 points, one on each plane.
- // (We just pick the point on the plane directly along its normal from the origin).
- float p1x = -p1._normal.x * p1._distance;
- float p1y = -p1._normal.y * p1._distance;
- float p1z = -p1._normal.z * p1._distance;
- float p2x = -p2._normal.x * p2._distance;
- float p2y = -p2._normal.y * p2._distance;
- float p2z = -p2._normal.z * p2._distance;
- float p3x = -p3._normal.x * p3._distance;
- float p3y = -p3._normal.y * p3._distance;
- float p3z = -p3._normal.z * p3._distance;
- // Calculate the cross products of the normals.
- float c1x = (p2._normal.y * p3._normal.z) - (p2._normal.z * p3._normal.y);
- float c1y = (p2._normal.z * p3._normal.x) - (p2._normal.x * p3._normal.z);
- float c1z = (p2._normal.x * p3._normal.y) - (p2._normal.y * p3._normal.x);
- float c2x = (p3._normal.y * p1._normal.z) - (p3._normal.z * p1._normal.y);
- float c2y = (p3._normal.z * p1._normal.x) - (p3._normal.x * p1._normal.z);
- float c2z = (p3._normal.x * p1._normal.y) - (p3._normal.y * p1._normal.x);
- float c3x = (p1._normal.y * p2._normal.z) - (p1._normal.z * p2._normal.y);
- float c3y = (p1._normal.z * p2._normal.x) - (p1._normal.x * p2._normal.z);
- float c3z = (p1._normal.x * p2._normal.y) - (p1._normal.y * p2._normal.x);
- // Calculate the point of intersection using the formula:
- // x = (| n1 n2 n3 |)^-1 * [(x1 * n1)(n2 x n3) + (x2 * n2)(n3 x n1) + (x3 * n3)(n1 x n2)]
- float s1 = p1x * p1._normal.x + p1y * p1._normal.y + p1z * p1._normal.z;
- float s2 = p2x * p2._normal.x + p2y * p2._normal.y + p2z * p2._normal.z;
- float s3 = p3x * p3._normal.x + p3y * p3._normal.y + p3z * p3._normal.z;
- float detI = 1.0f / det;
- point->x = (s1 * c1x + s2 * c2x + s3 * c3x) * detI;
- point->y = (s1 * c1y + s2 * c2y + s3 * c3y) * detI;
- point->z = (s1 * c1z + s2 * c2z + s3 * c3z) * detI;
- }
- float Plane::intersects(const BoundingSphere& sphere) const
- {
- return sphere.intersects(*this);
- }
- float Plane::intersects(const BoundingBox& box) const
- {
- return box.intersects(*this);
- }
- float Plane::intersects(const Frustum& frustum) const
- {
- // Get the corners of the frustum.
- Vector3 corners[8];
- frustum.getCorners(corners);
- // Calculate the distances from all of the corners to the plane.
- // If all of the distances are positive, then the frustum is in the
- // positive half-space of this plane; if all the distances are negative,
- // then the frustum is in the negative half-space of this plane; if some of
- // the distances are positive and some are negative, the frustum intersects.
- float d = distance(corners[0]);
- if (d > 0.0f)
- {
- if (distance(corners[1]) <= 0.0f ||
- distance(corners[2]) <= 0.0f ||
- distance(corners[3]) <= 0.0f ||
- distance(corners[4]) <= 0.0f ||
- distance(corners[5]) <= 0.0f ||
- distance(corners[6]) <= 0.0f ||
- distance(corners[7]) <= 0.0f)
- {
- return Plane::INTERSECTS_INTERSECTING;
- }
- return Plane::INTERSECTS_FRONT;
- }
- else if (d < 0.0f)
- {
- if (distance(corners[1]) >= 0.0f ||
- distance(corners[2]) >= 0.0f ||
- distance(corners[3]) >= 0.0f ||
- distance(corners[4]) >= 0.0f ||
- distance(corners[5]) >= 0.0f ||
- distance(corners[6]) >= 0.0f ||
- distance(corners[7]) >= 0.0f)
- {
- return Plane::INTERSECTS_INTERSECTING;
- }
- return Plane::INTERSECTS_BACK;
- }
- else
- {
- return Plane::INTERSECTS_INTERSECTING;
- }
- }
- float Plane::intersects(const Plane& plane) const
- {
- // Check if the planes intersect.
- if (!isParallel(plane))
- {
- return Plane::INTERSECTS_INTERSECTING;
- }
- // Calculate the point where the given plane's normal vector intersects the given plane.
- Vector3 point(plane._normal.x * -plane._distance, plane._normal.y * -plane._distance, plane._normal.z * -plane._distance);
- // Calculate whether the given plane is in the positive or negative half-space of this plane
- // (corresponds directly to the sign of the distance from the point calculated above to this plane).
- if (distance(point) > 0.0f)
- {
- return Plane::INTERSECTS_FRONT;
- }
- else
- {
- return Plane::INTERSECTS_BACK;
- }
- }
- float Plane::intersects(const Ray& ray) const
- {
- // Calculate the distance from the ray's origin to the plane.
- float d = distance(ray.getOrigin());
- // If the origin of the ray lies in the plane, then it intersects.
- if (d == 0.0f)
- {
- return Plane::INTERSECTS_INTERSECTING;
- }
- else
- {
- Vector3 rayDirection = ray.getDirection();
- // If the dot product of this plane's normal and the ray's direction is positive, and
- // if the distance from this plane to the ray's origin is negative -> intersection, OR
- // if the dot product of this plane's normal and the ray's direction is negative, and
- // if the distance from this plane to the ray's origin is positive -> intersection.
- if (_normal.x * rayDirection.x + _normal.y * rayDirection.y + _normal.z * rayDirection.z > 0.0f)
- {
- if (d < 0.0f)
- {
- return Plane::INTERSECTS_INTERSECTING;
- }
- else
- {
- return Plane::INTERSECTS_FRONT;
- }
- }
- else
- {
- if (d > 0.0f)
- {
- return Plane::INTERSECTS_INTERSECTING;
- }
- else
- {
- return Plane::INTERSECTS_BACK;
- }
- }
- }
- }
- bool Plane::isParallel(const Plane& plane) const
- {
- return (_normal.y * plane._normal.z) - (_normal.z * plane._normal.y) == 0.0f &&
- (_normal.z * plane._normal.x) - (_normal.x * plane._normal.z) == 0.0f &&
- (_normal.x * plane._normal.y) - (_normal.y * plane._normal.x) == 0.0f;
- }
- void Plane::set(const Vector3& normal, float distance)
- {
- _normal = normal;
- _distance = distance;
- normalize();
- }
- void Plane::set(const Plane& plane)
- {
- _normal = plane._normal;
- _distance = plane._distance;
- }
- void Plane::transform(const Matrix& matrix)
- {
- Matrix inverted;
- if (matrix.invert(&inverted))
- {
- // Treat the plane as a four-tuple and multiply by the inverse transpose of the matrix to get the transformed plane.
- // Then we normalize the plane by dividing both the normal and the distance by the length of the normal.
- float nx = _normal.x * inverted.m[0] + _normal.y * inverted.m[1] + _normal.z * inverted.m[2] + _distance * inverted.m[3];
- float ny = _normal.x * inverted.m[4] + _normal.y * inverted.m[5] + _normal.z * inverted.m[6] + _distance * inverted.m[7];
- float nz = _normal.x * inverted.m[8] + _normal.y * inverted.m[9] + _normal.z * inverted.m[10] + _distance * inverted.m[11];
- float d = _normal.x * inverted.m[12]+ _normal.y * inverted.m[13] + _normal.z * inverted.m[14] + _distance * inverted.m[15];
- float factor = 1.0f / sqrt(nx * nx + ny * ny + nz * nz);
- _normal.x = nx * factor;
- _normal.y = ny * factor;
- _normal.z = nz * factor;
- _distance = d * factor;
- }
- }
- void Plane::normalize()
- {
- if (_normal.isZero())
- return;
- // Normalize the plane's normal.
- float normalizeFactor = 1.0f / sqrt(_normal.x * _normal.x + _normal.y * _normal.y + _normal.z * _normal.z);
- if (normalizeFactor != 1.0f)
- {
- _normal.x *= normalizeFactor;
- _normal.y *= normalizeFactor;
- _normal.z *= normalizeFactor;
- _distance *= normalizeFactor;
- }
- }
- }
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