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forked from 0ad/0ad
0ad/source/maths/Plane.cpp
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

114 lines
2.7 KiB
C++

/* 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.
#include "precompiled.h"
#include "Plane.h"
#include "MathUtil.h"
const float CPlane::m_EPS = 0.001f;
CPlane::CPlane()
{
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 = 1.0f/m_Norm.Length();
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 = DistanceToPlane(point);
if (Dist > m_EPS)
return PS_FRONT;
else if (Dist < -m_EPS)
return PS_BACK;
return PS_ON;
}
//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) const
{
float dist1 = DistanceToPlane(start);
float dist2 = DistanceToPlane(end);
if( (dist1 < 0 && dist2 < 0) || (dist1 >= 0 && dist2 >= 0) )
return false;
float t = (-dist1) / (dist2-dist1);
*intsect = Interpolate(start, end, t);
return true;
}
bool CPlane::FindRayIntersection(const CVector3D& start, const CVector3D& direction, CVector3D* intsect) const
{
float dot = m_Norm.Dot(direction);
if (dot == 0.0f)
return false;
*intsect = start - (direction * (DistanceToPlane(start)/dot));
return true;
}