0ad/source/maths/Plane.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

83 lines
2.5 KiB
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/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* A Plane in R3 and several utility methods.
*/
// Note that the format used for the plane equation is
// Ax + By + Cz + D = 0, where <A,B,C> is the normal vector.
#ifndef INCLUDED_PLANE
#define INCLUDED_PLANE
#include "Vector3D.h"
#include "Vector4D.h"
enum PLANESIDE
{
PS_FRONT,
PS_BACK,
PS_ON
};
class CPlane
{
public:
CPlane();
CPlane(const CVector4D& coeffs) : m_Norm(coeffs.X, coeffs.Y, coeffs.Z), m_Dist(coeffs.W) { }
//sets the plane equation from 3 points on that plane
void Set(const CVector3D& p1, const CVector3D& p2, const CVector3D& p3);
//sets the plane equation from a normal and a point on
//that plane
void Set(const CVector3D& norm, const CVector3D& point);
//normalizes the plane equation
void Normalize();
//returns the side of the plane on which this point lies
PLANESIDE ClassifyPoint(const CVector3D& point) const;
//returns true if this point is on the back side
inline bool IsPointOnBackSide(const CVector3D& point) const;
//solves the plane equation for a particular point
inline float DistanceToPlane(const CVector3D& point) const;
//calculates the intersection point of a line with this
//plane. Returns false if there is no intersection
bool FindLineSegIntersection(const CVector3D& start, const CVector3D& end, CVector3D* intsect) const;
bool FindRayIntersection(const CVector3D& start, const CVector3D& direction, CVector3D* intsect) const;
public:
CVector3D m_Norm; //normal vector of the plane
float m_Dist; //Plane distance (ie D in the plane eq.)
static const float m_EPS;
};
float CPlane::DistanceToPlane(const CVector3D& point) const
{
return m_Norm.X * point.X + m_Norm.Y * point.Y + m_Norm.Z * point.Z + m_Dist;
}
bool CPlane::IsPointOnBackSide(const CVector3D& point) const
{
return DistanceToPlane(point) < -m_EPS;
}
#endif