Plane.h 4.3 KB

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  1. //
  2. // Copyright (c) 2008-2020 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
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  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 "../Math/Matrix3x4.h"
  24. namespace Urho3D
  25. {
  26. /// Surface in three-dimensional space.
  27. /// @allfloats
  28. class URHO3D_API Plane
  29. {
  30. public:
  31. /// Construct a degenerate plane with zero normal and parameter.
  32. Plane() noexcept :
  33. d_(0.0f)
  34. {
  35. }
  36. /// Copy-construct from another plane.
  37. Plane(const Plane& plane) noexcept = default;
  38. /// Construct from 3 vertices.
  39. Plane(const Vector3& v0, const Vector3& v1, const Vector3& v2) noexcept
  40. {
  41. Define(v0, v1, v2);
  42. }
  43. /// Construct from a normal vector and a point on the plane.
  44. Plane(const Vector3& normal, const Vector3& point) noexcept
  45. {
  46. Define(normal, point);
  47. }
  48. /// Construct from a 4-dimensional vector, where the w coordinate is the plane parameter.
  49. explicit Plane(const Vector4& plane) noexcept
  50. {
  51. Define(plane);
  52. }
  53. /// Assign from another plane.
  54. Plane& operator =(const Plane& rhs) noexcept = default;
  55. /// Define from 3 vertices.
  56. void Define(const Vector3& v0, const Vector3& v1, const Vector3& v2)
  57. {
  58. Vector3 dist1 = v1 - v0;
  59. Vector3 dist2 = v2 - v0;
  60. Define(dist1.CrossProduct(dist2), v0);
  61. }
  62. /// Define from a normal vector and a point on the plane.
  63. void Define(const Vector3& normal, const Vector3& point)
  64. {
  65. normal_ = normal.Normalized();
  66. absNormal_ = normal_.Abs();
  67. d_ = -normal_.DotProduct(point);
  68. }
  69. /// Define from a 4-dimensional vector, where the w coordinate is the plane parameter.
  70. void Define(const Vector4& plane)
  71. {
  72. normal_ = Vector3(plane.x_, plane.y_, plane.z_);
  73. absNormal_ = normal_.Abs();
  74. d_ = plane.w_;
  75. }
  76. /// Transform with a 3x3 matrix.
  77. void Transform(const Matrix3& transform);
  78. /// Transform with a 3x4 matrix.
  79. void Transform(const Matrix3x4& transform);
  80. /// Transform with a 4x4 matrix.
  81. void Transform(const Matrix4& transform);
  82. /// Project a point on the plane.
  83. Vector3 Project(const Vector3& point) const { return point - normal_ * (normal_.DotProduct(point) + d_); }
  84. /// Return signed distance to a point.
  85. float Distance(const Vector3& point) const { return normal_.DotProduct(point) + d_; }
  86. /// Reflect a normalized direction vector.
  87. Vector3 Reflect(const Vector3& direction) const { return direction - (2.0f * normal_.DotProduct(direction) * normal_); }
  88. /// Return a reflection matrix.
  89. /// @property
  90. Matrix3x4 ReflectionMatrix() const;
  91. /// Return transformed by a 3x3 matrix.
  92. Plane Transformed(const Matrix3& transform) const;
  93. /// Return transformed by a 3x4 matrix.
  94. Plane Transformed(const Matrix3x4& transform) const;
  95. /// Return transformed by a 4x4 matrix.
  96. Plane Transformed(const Matrix4& transform) const;
  97. /// Return as a vector.
  98. Vector4 ToVector4() const { return Vector4(normal_, d_); }
  99. /// Plane normal.
  100. Vector3 normal_;
  101. /// Plane absolute normal.
  102. Vector3 absNormal_;
  103. /// Plane constant.
  104. float d_{};
  105. /// Plane at origin with normal pointing up.
  106. static const Plane UP;
  107. };
  108. }