// Copyright (c) 2008-2023 the Urho3D project // License: MIT #pragma once #include "../Math/Matrix3x4.h" namespace Urho3D { /// Surface in three-dimensional space. /// @allfloats class URHO3D_API Plane { public: /// Construct a degenerate plane with zero normal and parameter. Plane() noexcept : d_(0.0f) { } /// Copy-construct from another plane. Plane(const Plane& plane) noexcept = default; /// Construct from 3 vertices. Plane(const Vector3& v0, const Vector3& v1, const Vector3& v2) noexcept { Define(v0, v1, v2); } /// Construct from a normal vector and a point on the plane. Plane(const Vector3& normal, const Vector3& point) noexcept { Define(normal, point); } /// Construct from a 4-dimensional vector, where the w coordinate is the plane parameter. explicit Plane(const Vector4& plane) noexcept { Define(plane); } /// Assign from another plane. Plane& operator =(const Plane& rhs) noexcept = default; /// 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(); d_ = -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(); d_ = 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); /// Project a point on the plane. Vector3 Project(const Vector3& point) const { return point - normal_ * (normal_.DotProduct(point) + d_); } /// Return signed distance to a point. float Distance(const Vector3& point) const { return normal_.DotProduct(point) + d_; } /// Reflect a normalized direction vector. Vector3 Reflect(const Vector3& direction) const { return direction - (2.0f * normal_.DotProduct(direction) * normal_); } /// Return a reflection matrix. /// @property 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_, d_); } /// Plane normal. Vector3 normal_; /// Plane absolute normal. Vector3 absNormal_; /// Plane constant. float d_{}; /// Plane at origin with normal pointing up. static const Plane UP; }; }