// // Copyright (c) 2008-2013 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "Matrix3x4.h" namespace Urho3D { /// Surface in three-dimensional space. class URHO3D_API Plane { public: /// Construct undefined. Plane() { } /// Copy-construct from another plane. Plane(const Plane& plane) : normal_(plane.normal_), absNormal_(plane.absNormal_), intercept_(plane.intercept_) { } /// Construct from 3 vertices. Plane(const Vector3& v0, const Vector3& v1, const Vector3& v2) { Define(v0, v1, v2); } /// Construct from a normal vector and a point on the plane. Plane(const Vector3& normal, const Vector3& point) { Define(normal, point); } /// Construct from a 4-dimensional vector, where the w coordinate is the plane parameter. Plane(const Vector4& plane) { Define(plane); } /// Define from 3 vertices. void Define(const Vector3& v0, const Vector3& v1, const Vector3& v2) { Vector3 dist1 = v1 - v0; Vector3 dist2 = v2 - v0; Define(dist1.CrossProduct(dist2), v0); } /// Define from a normal vector and a point on the plane. void Define(const Vector3& normal, const Vector3& point) { normal_ = normal.Normalized(); absNormal_ = normal_.Abs(); intercept_ = normal_.DotProduct(point); } /// Define from a 4-dimensional vector, where the w coordinate is the plane parameter. void Define(const Vector4& plane) { normal_ = Vector3(plane.x_, plane.y_, plane.z_); absNormal_ = normal_.Abs(); intercept_ = plane.w_; } /// Transform with a 3x3 matrix. void Transform(const Matrix3& transform); /// Transform with a 3x4 matrix. void Transform(const Matrix3x4& transform); /// Transform with a 4x4 matrix. void Transform(const Matrix4& transform); /// Return signed distance to a point. float Distance(const Vector3& point) const { return normal_.DotProduct(point) - intercept_; } /// Reflect a normalized direction vector. Vector3 Reflect(const Vector3& direction) const { return direction - (2.0f * normal_.DotProduct(direction) * normal_); } /// Return a reflection matrix. Matrix3x4 ReflectionMatrix() const; /// Return transformed by a 3x3 matrix. Plane Transformed(const Matrix3& transform) const; /// Return transformed by a 3x4 matrix. Plane Transformed(const Matrix3x4& transform) const; /// Return transformed by a 4x4 matrix. Plane Transformed(const Matrix4& transform) const; /// Return as a vector. Vector4 ToVector4() const { return Vector4(normal_, intercept_); } /// Plane normal. Vector3 normal_; /// Plane absolute normal. Vector3 absNormal_; /// Plane intercept parameter. float intercept_; /// Plane at origin with normal pointing up. static const Plane UP; }; }