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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- JPH_NAMESPACE_BEGIN
- /// An infinite plane described by the formula X . Normal + Constant = 0.
- class [[nodiscard]] Plane
- {
- public:
- JPH_OVERRIDE_NEW_DELETE
- /// Constructor
- Plane() = default;
- explicit Plane(Vec4Arg inNormalAndConstant) : mNormalAndConstant(inNormalAndConstant) { }
- Plane(Vec3Arg inNormal, float inConstant) : mNormalAndConstant(inNormal, inConstant) { }
- /// Create from point and normal
- static Plane sFromPointAndNormal(Vec3Arg inPoint, Vec3Arg inNormal) { return Plane(Vec4(inNormal, -inNormal.Dot(inPoint))); }
- /// Create from point and normal, double precision version that more accurately calculates the plane constant
- static Plane sFromPointAndNormal(DVec3Arg inPoint, Vec3Arg inNormal) { return Plane(Vec4(inNormal, -float(DVec3(inNormal).Dot(inPoint)))); }
- /// Create from 3 counter clockwise points
- static Plane sFromPointsCCW(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3) { return sFromPointAndNormal(inV1, (inV2 - inV1).Cross(inV3 - inV1).Normalized()); }
- // Properties
- Vec3 GetNormal() const { return Vec3(mNormalAndConstant); }
- void SetNormal(Vec3Arg inNormal) { mNormalAndConstant = Vec4(inNormal, mNormalAndConstant.GetW()); }
- float GetConstant() const { return mNormalAndConstant.GetW(); }
- void SetConstant(float inConstant) { mNormalAndConstant.SetW(inConstant); }
- /// Offset the plane (positive value means move it in the direction of the plane normal)
- Plane Offset(float inDistance) const { return Plane(mNormalAndConstant - Vec4(Vec3::sZero(), inDistance)); }
- /// Transform the plane by a matrix
- inline Plane GetTransformed(Mat44Arg inTransform) const
- {
- Vec3 transformed_normal = inTransform.Multiply3x3(GetNormal());
- return Plane(transformed_normal, GetConstant() - inTransform.GetTranslation().Dot(transformed_normal));
- }
- /// Distance point to plane
- float SignedDistance(Vec3Arg inPoint) const { return inPoint.Dot(GetNormal()) + GetConstant(); }
- /// Returns intersection point between 3 planes
- static bool sIntersectPlanes(const Plane &inP1, const Plane &inP2, const Plane &inP3, Vec3 &outPoint)
- {
- // We solve the equation:
- // |ax, ay, az, aw| | x | | 0 |
- // |bx, by, bz, bw| * | y | = | 0 |
- // |cx, cy, cz, cw| | z | | 0 |
- // | 0, 0, 0, 1| | 1 | | 1 |
- // Where normal of plane 1 = (ax, ay, az), plane constant of 1 = aw, normal of plane 2 = (bx, by, bz) etc.
- // This involves inverting the matrix and multiplying it with [0, 0, 0, 1]
- // Fetch the normals and plane constants for the three planes
- Vec4 a = inP1.mNormalAndConstant;
- Vec4 b = inP2.mNormalAndConstant;
- Vec4 c = inP3.mNormalAndConstant;
- // Result is a vector that we have to divide by:
- float denominator = Vec3(a).Dot(Vec3(b).Cross(Vec3(c)));
- if (denominator == 0.0f)
- return false;
- // The numerator is:
- // [aw*(bz*cy-by*cz)+ay*(bw*cz-bz*cw)+az*(by*cw-bw*cy)]
- // [aw*(bx*cz-bz*cx)+ax*(bz*cw-bw*cz)+az*(bw*cx-bx*cw)]
- // [aw*(by*cx-bx*cy)+ax*(bw*cy-by*cw)+ay*(bx*cw-bw*cx)]
- Vec4 numerator =
- a.SplatW() * (b.Swizzle<SWIZZLE_Z, SWIZZLE_X, SWIZZLE_Y, SWIZZLE_UNUSED>() * c.Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X, SWIZZLE_UNUSED>() - b.Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X, SWIZZLE_UNUSED>() * c.Swizzle<SWIZZLE_Z, SWIZZLE_X, SWIZZLE_Y, SWIZZLE_UNUSED>())
- + a.Swizzle<SWIZZLE_Y, SWIZZLE_X, SWIZZLE_X, SWIZZLE_UNUSED>() * (b.Swizzle<SWIZZLE_W, SWIZZLE_Z, SWIZZLE_W, SWIZZLE_UNUSED>() * c.Swizzle<SWIZZLE_Z, SWIZZLE_W, SWIZZLE_Y, SWIZZLE_UNUSED>() - b.Swizzle<SWIZZLE_Z, SWIZZLE_W, SWIZZLE_Y, SWIZZLE_UNUSED>() * c.Swizzle<SWIZZLE_W, SWIZZLE_Z, SWIZZLE_W, SWIZZLE_UNUSED>())
- + a.Swizzle<SWIZZLE_Z, SWIZZLE_Z, SWIZZLE_Y, SWIZZLE_UNUSED>() * (b.Swizzle<SWIZZLE_Y, SWIZZLE_W, SWIZZLE_X, SWIZZLE_UNUSED>() * c.Swizzle<SWIZZLE_W, SWIZZLE_X, SWIZZLE_W, SWIZZLE_UNUSED>() - b.Swizzle<SWIZZLE_W, SWIZZLE_X, SWIZZLE_W, SWIZZLE_UNUSED>() * c.Swizzle<SWIZZLE_Y, SWIZZLE_W, SWIZZLE_X, SWIZZLE_UNUSED>());
- outPoint = Vec3(numerator) / denominator;
- return true;
- }
- private:
- Vec4 mNormalAndConstant; ///< XYZ = normal, W = constant, plane: x . normal + constant = 0
- };
- JPH_NAMESPACE_END
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