plane.h
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上传日期:2022-07-26
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- // 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_