| 1 | /** |
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| 2 | @file Plane.h |
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| 3 | |
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| 4 | Plane class |
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| 5 | |
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| 6 | @maintainer Morgan McGuire, matrix@graphics3d.com |
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| 7 | |
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| 8 | @created 2001-06-02 |
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| 9 | @edited 2004-07-18 |
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| 10 | */ |
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| 11 | |
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| 12 | #ifndef G3D_PLANE_H |
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| 13 | #define G3D_PLANE_H |
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| 14 | |
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| 15 | #include "G3D/platform.h" |
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| 16 | #include "G3D/Vector3.h" |
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| 17 | #include "G3D/Vector4.h" |
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| 18 | |
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| 19 | namespace G3D { |
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| 20 | |
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| 21 | /** |
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| 22 | An infinite 2D plane in 3D space. |
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| 23 | */ |
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| 24 | class Plane { |
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| 25 | private: |
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| 26 | |
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| 27 | /** normal.Dot(x,y,z) = distance */ |
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| 28 | Vector3 _normal; |
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| 29 | float _distance; |
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| 30 | |
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| 31 | /** |
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| 32 | Assumes the normal has unit length. |
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| 33 | */ |
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| 34 | Plane(const Vector3& n, float d) : _normal(n), _distance(d) { |
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| 35 | } |
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| 36 | |
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| 37 | public: |
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| 38 | |
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| 39 | Plane() : _normal(Vector3::unitY()), _distance(0) { |
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| 40 | } |
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| 41 | |
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| 42 | /** |
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| 43 | Constructs a plane from three points. |
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| 44 | */ |
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| 45 | Plane( |
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| 46 | const Vector3& point0, |
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| 47 | const Vector3& point1, |
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| 48 | const Vector3& point2); |
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| 49 | |
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| 50 | /** |
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| 51 | Constructs a plane from three points, where at most two are |
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| 52 | at infinity (w = 0, not xyz = inf). |
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| 53 | */ |
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| 54 | Plane( |
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| 55 | Vector4 point0, |
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| 56 | Vector4 point1, |
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| 57 | Vector4 point2); |
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| 58 | |
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| 59 | /** |
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| 60 | The normal will be unitized. |
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| 61 | */ |
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| 62 | Plane( |
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| 63 | const Vector3& __normal, |
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| 64 | const Vector3& point); |
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| 65 | |
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| 66 | static Plane fromEquation(float a, float b, float c, float d); |
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| 67 | |
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| 68 | virtual ~Plane() {} |
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| 69 | |
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| 70 | /** |
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| 71 | Returns true if point is on the side the normal points to or |
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| 72 | is in the plane. |
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| 73 | */ |
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| 74 | inline bool halfSpaceContains(Vector3 point) const { |
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| 75 | // Clamp to a finite range for testing |
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| 76 | point = point.clamp(Vector3::minFinite(), Vector3::maxFinite()); |
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| 77 | |
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| 78 | // We can get away with putting values *at* the limits of the float32 range into |
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| 79 | // a dot product, since the dot product is carried out on float64. |
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| 80 | return _normal.dot(point) >= _distance; |
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| 81 | } |
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| 82 | |
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| 83 | /** |
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| 84 | Returns true if point is on the side the normal points to or |
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| 85 | is in the plane. |
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| 86 | */ |
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| 87 | inline bool halfSpaceContains(const Vector4& point) const { |
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| 88 | if (point.w == 0) { |
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| 89 | return _normal.dot(point.xyz()) > 0; |
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| 90 | } else { |
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| 91 | return halfSpaceContains(point.xyz() / point.w); |
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| 92 | } |
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| 93 | } |
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| 94 | |
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| 95 | /** |
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| 96 | Returns true if point is on the side the normal points to or |
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| 97 | is in the plane. Only call on finite points. Faster than halfSpaceContains. |
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| 98 | */ |
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| 99 | inline bool halfSpaceContainsFinite(const Vector3& point) const { |
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| 100 | debugAssert(point.isFinite()); |
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| 101 | return _normal.dot(point) >= _distance; |
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| 102 | } |
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| 103 | |
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| 104 | /** |
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| 105 | Returns true if the point is nearly in the plane. |
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| 106 | */ |
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| 107 | inline bool fuzzyContains(const Vector3 &point) const { |
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| 108 | return fuzzyEq(point.dot(_normal), _distance); |
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| 109 | } |
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| 110 | |
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| 111 | inline const Vector3& normal() const { |
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| 112 | return _normal; |
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| 113 | } |
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| 114 | |
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| 115 | /** |
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| 116 | Returns distance from point to plane. Distance is negative if point is behind (not in plane in direction opposite normal) the plane. |
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| 117 | */ |
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| 118 | inline float distance(const Vector3& x) const { |
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| 119 | return (_normal.dot(x) - _distance); |
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| 120 | } |
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| 121 | |
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| 122 | inline Vector3 closestPoint(const Vector3& x) const { |
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| 123 | return x + (_normal * (-distance(x))); |
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| 124 | } |
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| 125 | |
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| 126 | /** Returns normal * distance from origin */ |
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| 127 | Vector3 center() const { |
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| 128 | return _normal * _distance; |
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| 129 | } |
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| 130 | |
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| 131 | /** |
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| 132 | Inverts the facing direction of the plane so the new normal |
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| 133 | is the inverse of the old normal. |
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| 134 | */ |
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| 135 | void flip(); |
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| 136 | |
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| 137 | /** |
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| 138 | Returns the equation in the form: |
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| 139 | |
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| 140 | <CODE>normal.Dot(Vector3(<I>x</I>, <I>y</I>, <I>z</I>)) + d = 0</CODE> |
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| 141 | */ |
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| 142 | void getEquation(Vector3 &normal, double& d) const; |
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| 143 | void getEquation(Vector3 &normal, float& d) const; |
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| 144 | |
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| 145 | /** |
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| 146 | ax + by + cz + d = 0 |
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| 147 | */ |
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| 148 | void getEquation(double& a, double& b, double& c, double& d) const; |
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| 149 | void getEquation(float& a, float& b, float& c, float& d) const; |
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| 150 | |
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| 151 | std::string toString() const; |
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| 152 | }; |
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| 153 | |
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| 154 | } // namespace |
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| 155 | |
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| 156 | #endif |
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