/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Contains code for planes. * \file IcePlane.h * \author Pierre Terdiman * \date April, 4, 2000 */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Include Guard #ifndef __ICEPLANE_H__ #define __ICEPLANE_H__ #define PLANE_EPSILON (1.0e-7f) class ICEMATHS_API Plane { public: //! Constructor inline_ Plane() { } //! Constructor inline_ Plane(float nx, float ny, float nz, float d) { Set(nx, ny, nz, d); } //! Constructor inline_ Plane(const Point& p, const Point& n) { Set(p, n); } //! Constructor inline_ Plane(const Point& p0, const Point& p1, const Point& p2) { Set(p0, p1, p2); } //! Constructor inline_ Plane(const Point& n, float d) { this->n = n; this->d = d; } //! Copy constructor inline_ Plane(const Plane& plane) : n(plane.n), d(plane.d) { } //! Destructor inline_ ~Plane() { } inline_ Plane& Zero() { n.Zero(); d = 0.0f; return *this; } inline_ Plane& Set(float nx, float ny, float nz, float d) { n.Set(nx, ny, nz); this->d = d; return *this; } inline_ Plane& Set(const Point& p, const Point& n) { this->n = n; d = - p | n; return *this; } Plane& Set(const Point& p0, const Point& p1, const Point& p2); inline_ float Distance(const Point& p) const { return (p | n) + d; } inline_ bool Belongs(const Point& p) const { return fabsf(Distance(p)) < PLANE_EPSILON; } inline_ void Normalize() { float Denom = 1.0f / n.Magnitude(); n.x *= Denom; n.y *= Denom; n.z *= Denom; d *= Denom; } public: // Members Point n; //!< The normal to the plane float d; //!< The distance from the origin // Cast operators inline_ operator Point() const { return n; } /* inline_ operator HPoint() const { return HPoint(n, d); } // Arithmetic operators inline_ Plane operator*(const Matrix4x4& m) const { // Old code from Irion. Kept for reference. Plane Ret(*this); return Ret *= m; } inline_ Plane& operator*=(const Matrix4x4& m) { // Old code from Irion. Kept for reference. Point n2 = HPoint(n, 0.0f) * m; d = -((Point) (HPoint( -d*n, 1.0f ) * m) | n2); n = n2; return *this; } */ }; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Transforms a plane by a 4x4 matrix. Same as Plane * Matrix4x4 operator, but faster. * \param transformed [out] transformed plane * \param plane [in] source plane * \param transform [in] transform matrix */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// inline_ void TransformPlane(Plane& transformed, const Plane& plane, const Matrix4x4& transform) { // Catch the rotation part of the 4x4 matrix Matrix3x3 Rot = transform; // Rotate the normal transformed.n = plane.n * Rot; // Compute new d Point Trans; transform.GetTrans(Trans); transformed.d = (plane.d * transformed.n - Trans)|transformed.n; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Transforms a plane by a 4x4 matrix. Same as Plane * Matrix4x4 operator, but faster. * \param plane [in/out] source plane (transformed on return) * \param transform [in] transform matrix */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// inline_ void TransformPlane(Plane& plane, const Matrix4x4& transform) { // Catch the rotation part of the 4x4 matrix Matrix3x3 Rot = transform; // Rotate the normal plane.n *= Rot; // Compute new d Point Trans; transform.GetTrans(Trans); plane.d = (plane.d * plane.n - Trans)|plane.n; } #endif // __ICEPLANE_H__