celestia/src/celmath/plane.h

139 lines
3.6 KiB
C++

// plane.h
//
// Copyright (C) 2000-2008, Chris Laurel <claurel@shatters.net>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
#ifndef _CELMATH_PLANE_H_
#define _CELMATH_PLANE_H_
#include <celmath/mathlib.h>
#include <celmath/vecmath.h>
template<class T> class Plane
{
public:
inline Plane();
inline Plane(const Plane<T>&);
inline Plane(const Vector3<T>&, T);
inline Plane(const Vector3<T>&, const Point3<T>&);
T distanceTo(const Point3<T>&) const;
T distanceToSegment(const Point3<T>&, const Vector3<T>&) const;
static Point3<T> intersection(const Plane<T>&,
const Plane<T>&,
const Plane<T>&);
public:
Vector3<T> normal;
T d;
};
typedef Plane<float> Planef;
typedef Plane<double> Planed;
template<class T> Plane<T>::Plane() : normal(0, 0, 1), d(0)
{
}
template<class T> Plane<T>::Plane(const Plane<T>& p) :
normal(p.normal), d(p.d)
{
}
template<class T> Plane<T>::Plane(const Vector3<T>& _normal, T _d) :
normal(_normal), d(_d)
{
}
template<class T> Plane<T>::Plane(const Vector3<T>& _normal, const Point3<T>& _point) :
normal(_normal)
{
d = _normal.x * _point.x + _normal.y * _point.y + _normal.z * _point.z;
}
template<class T> T Plane<T>::distanceTo(const Point3<T>& p) const
{
return normal.x * p.x + normal.y * p.y + normal.z * p.z + d;
}
// Distance between a plane and a segment defined by orig+dir*t, t <= 0 <= 1
template<class T> T Plane<T>::distanceToSegment(const Point3<T>& origin,
const Vector3<T>& direction) const
{
T u = (direction * normal);
T dist;
// Avoid divide by zero; near-zero values shouldn't cause problems
if (u == 0)
{
// All points equidistant; we can just compute distance to origin
dist = distanceTo(origin);
}
else
{
T t = -(d + Vector3<T>(origin.x, origin.y, origin.z) * normal) / u;
if (t < 0)
{
dist = distanceTo(origin);
}
else if (t > 1)
{
dist = distanceTo(origin + direction);
}
else
{
// Segment intersects plane
dist = 0.0;
}
}
return dist;
}
template<class T> Plane<T> operator*(const Matrix3<T>& m, const Plane<T>& p)
{
Vector3<T> v = m * p.normal;
return Plane<T>(v, p.d);
}
template<class T> Plane<T> operator*(const Plane<T>& p, const Matrix3<T>& m)
{
Vector3<T> v = p.normal * m;
return Plane<T>(v, p.d);
}
template<class T> Plane<T> operator*(const Matrix4<T>& m, const Plane<T>& p)
{
Vector4<T> v = m * Vector4<T>(p.normal.x, p.normal.y, p.normal.z, p.d);
return Plane<T>(Vector3<T>(v.x, v.y, v.z), v.w);
}
template<class T> Plane<T> operator*(const Plane<T>& p, const Matrix4<T>& m)
{
Vector4<T> v = Vector4<T>(p.normal.x, p.normal.y, p.normal.z, p.d) * m;
return Plane<T>(Vector3<T>(v.x, v.y, v.z), v.w);
}
template<class T> Point3<T> Plane<T>::intersection(const Plane<T>& p0,
const Plane<T>& p1,
const Plane<T>& p2)
{
T d = Matrix3<T>(p0.normal, p1.normal, p2.normal).determinant();
Vector3<T> v = (p0.d * cross(p1.normal, p2.normal) +
p1.d * cross(p2.normal, p0.normal) +
p2.d * cross(p0.normal, p1.normal)) * (1.0f / d);
return Point3<T>(v.x, v.y, v.z);
}
#endif // _CELMATH_PLANE_H_