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Plane.h 4.0 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "Matrix3x4.h"
  24. namespace Urho3D
  25. {
  26. /// Surface in three-dimensional space.
  27. class URHO3D_API Plane
  28. {
  29. public:
  30. /// Construct undefined.
  31. Plane()
  32. {
  33. }
  34. /// Copy-construct from another plane.
  35. Plane(const Plane& plane) :
  36. normal_(plane.normal_),
  37. absNormal_(plane.absNormal_),
  38. d_(plane.d_)
  39. {
  40. }
  41. /// Construct from 3 vertices.
  42. Plane(const Vector3& v0, const Vector3& v1, const Vector3& v2)
  43. {
  44. Define(v0, v1, v2);
  45. }
  46. /// Construct from a normal vector and a point on the plane.
  47. Plane(const Vector3& normal, const Vector3& point)
  48. {
  49. Define(normal, point);
  50. }
  51. /// Construct from a 4-dimensional vector, where the w coordinate is the plane parameter.
  52. Plane(const Vector4& plane)
  53. {
  54. Define(plane);
  55. }
  56. /// Define from 3 vertices.
  57. void Define(const Vector3& v0, const Vector3& v1, const Vector3& v2)
  58. {
  59. Vector3 dist1 = v1 - v0;
  60. Vector3 dist2 = v2 - v0;
  61. Define(dist1.CrossProduct(dist2), v0);
  62. }
  63. /// Define from a normal vector and a point on the plane.
  64. void Define(const Vector3& normal, const Vector3& point)
  65. {
  66. normal_ = normal.Normalized();
  67. absNormal_ = normal_.Abs();
  68. d_ = -normal_.DotProduct(point);
  69. }
  70. /// Define from a 4-dimensional vector, where the w coordinate is the plane parameter.
  71. void Define(const Vector4& plane)
  72. {
  73. normal_ = Vector3(plane.x_, plane.y_, plane.z_);
  74. absNormal_ = normal_.Abs();
  75. d_ = plane.w_;
  76. }
  77. /// Transform with a 3x3 matrix.
  78. void Transform(const Matrix3& transform);
  79. /// Transform with a 3x4 matrix.
  80. void Transform(const Matrix3x4& transform);
  81. /// Transform with a 4x4 matrix.
  82. void Transform(const Matrix4& transform);
  83. /// Return signed distance to a point.
  84. float Distance(const Vector3& point) const { return normal_.DotProduct(point) + d_; }
  85. /// Reflect a normalized direction vector.
  86. Vector3 Reflect(const Vector3& direction) const { return direction - (2.0f * normal_.DotProduct(direction) * normal_); }
  87. /// Return a reflection matrix.
  88. Matrix3x4 ReflectionMatrix() const;
  89. /// Return transformed by a 3x3 matrix.
  90. Plane Transformed(const Matrix3& transform) const;
  91. /// Return transformed by a 3x4 matrix.
  92. Plane Transformed(const Matrix3x4& transform) const;
  93. /// Return transformed by a 4x4 matrix.
  94. Plane Transformed(const Matrix4& transform) const;
  95. /// Return as a vector.
  96. Vector4 ToVector4() const { return Vector4(normal_, d_); }
  97. /// Plane normal.
  98. Vector3 normal_;
  99. /// Plane absolute normal.
  100. Vector3 absNormal_;
  101. /// Plane constant.
  102. float d_;
  103. /// Plane at origin with normal pointing up.
  104. static const Plane UP;
  105. };
  106. }