0ad/source/maths/Plane.cpp
pyrolink 50e5e9acd9 # Aura and territory rendering
-Auras now take additional parameters from XML, containing a tag for r,
g, b, and a.  No line thickness parameter yet.
-For territories, added function to frustum for determining if line
segment passes through the frustum.

This was SVN commit r4242.
2006-08-25 06:04:33 +00:00

141 lines
2.9 KiB
C++

//***********************************************************
//
// Name: Plane.Cpp
// Last Update: 17/2/02
// Author: Poya Manouchehri
//
// Description: 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.
//
//***********************************************************
#include "precompiled.h"
#include "Plane.h"
CPlane::CPlane ()
{
m_Norm.Clear ();
m_Dist = 0.0f;
}
//sets the plane equation from 3 points on that plane
void CPlane::Set (const CVector3D &p1, const CVector3D &p2, const CVector3D &p3)
{
CVector3D D1, D2;
CVector3D Norm;
//calculate two vectors on the surface of the plane
D1 = p2-p1;
D2 = p3-p1;
//cross multiply gives normal
Norm = D2.Cross(D1);
Set (Norm, p1);
}
//sets the plane equation from a normal and a point on
//that plane
void CPlane::Set (const CVector3D &norm, const CVector3D &point)
{
m_Norm = norm;
m_Dist = - (norm.X * point.X +
norm.Y * point.Y +
norm.Z * point.Z);
// Normalize ();
}
//normalizes the plane equation
void CPlane::Normalize ()
{
float Scale;
Scale = 1.0f/m_Norm.GetLength ();
m_Norm.X *= Scale;
m_Norm.Y *= Scale;
m_Norm.Z *= Scale;
m_Dist *= Scale;
}
//returns the side of the plane on which this point
//lies.
PLANESIDE CPlane::ClassifyPoint (const CVector3D &point) const
{
float Dist;
Dist = m_Norm.X * point.X +
m_Norm.Y * point.Y +
m_Norm.Z * point.Z +
m_Dist;
if (Dist > 0.0f)
return PS_FRONT;
else if (Dist < 0.0f)
return PS_BACK;
return PS_ON;
}
//solves the plane equation for a particular point
float CPlane::DistanceToPlane (const CVector3D &point) const
{
float Dist;
Dist = m_Norm.X * point.X +
m_Norm.Y * point.Y +
m_Norm.Z * point.Z +
m_Dist;
return Dist;
}
//calculates the intersection point of a line with this
//plane. Returns false if there is no intersection
bool CPlane::FindLineSegIntersection (const CVector3D &start, const CVector3D &end, CVector3D *intsect)
{
PLANESIDE StartS, EndS;
CVector3D Dir;
float Length;
//work out where each point is
StartS = ClassifyPoint (start);
EndS = ClassifyPoint (end);
//if they are not on opposite sides of the plane return false
if (StartS == EndS)
return false;
//work out a normalized vector in the direction start to end
Dir = end - start;
Dir.Normalize ();
//a bit of algebra to work out how much we need to scale
//this direction vector to get to the plane
Length = -m_Norm.Dot(start)/m_Norm.Dot(Dir);
//scale it by this amount
Dir *= Length;
//workout actual position vector of impact
*intsect = start + Dir;
return true;
}
bool CPlane::FindRayIntersection (CVector3D &start, CVector3D &direction, CVector3D *intsect)
{
float dot = m_Norm.Dot (direction);
if (dot == 0.0f)
return false;
//CVector3D a; // EDIT: John M. Mena - Not sure why this is here
*intsect = start - (direction * (DistanceToPlane (start)/dot));
return true;
}