bb
157c6af18e
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.
114 lines
2.7 KiB
C++
114 lines
2.7 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* A Plane in R3 and several utility methods.
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*/
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// Note that the format used for the plane equation is
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// Ax + By + Cz + D = 0, where <A,B,C> is the normal vector.
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#include "precompiled.h"
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#include "Plane.h"
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#include "MathUtil.h"
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const float CPlane::m_EPS = 0.001f;
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CPlane::CPlane()
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{
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m_Dist = 0.0f;
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}
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//sets the plane equation from 3 points on that plane
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void CPlane::Set(const CVector3D& p1, const CVector3D& p2, const CVector3D& p3)
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{
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CVector3D D1, D2;
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CVector3D Norm;
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//calculate two vectors on the surface of the plane
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D1 = p2-p1;
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D2 = p3-p1;
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//cross multiply gives normal
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Norm = D2.Cross(D1);
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Set(Norm, p1);
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}
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//sets the plane equation from a normal and a point on
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//that plane
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void CPlane::Set(const CVector3D& norm, const CVector3D& point)
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{
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m_Norm = norm;
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m_Dist = - (norm.X * point.X + norm.Y * point.Y + norm.Z * point.Z);
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// Normalize ();
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}
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//normalizes the plane equation
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void CPlane::Normalize()
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{
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float Scale = 1.0f/m_Norm.Length();
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m_Norm.X *= Scale;
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m_Norm.Y *= Scale;
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m_Norm.Z *= Scale;
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m_Dist *= Scale;
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}
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//returns the side of the plane on which this point
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//lies.
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PLANESIDE CPlane::ClassifyPoint(const CVector3D& point) const
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{
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float Dist = DistanceToPlane(point);
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if (Dist > m_EPS)
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return PS_FRONT;
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else if (Dist < -m_EPS)
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return PS_BACK;
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return PS_ON;
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}
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//calculates the intersection point of a line with this
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//plane. Returns false if there is no intersection
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bool CPlane::FindLineSegIntersection(const CVector3D& start, const CVector3D& end, CVector3D* intsect) const
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{
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float dist1 = DistanceToPlane(start);
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float dist2 = DistanceToPlane(end);
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if( (dist1 < 0 && dist2 < 0) || (dist1 >= 0 && dist2 >= 0) )
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return false;
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float t = (-dist1) / (dist2-dist1);
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*intsect = Interpolate(start, end, t);
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return true;
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}
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bool CPlane::FindRayIntersection(const CVector3D& start, const CVector3D& direction, CVector3D* intsect) const
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{
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float dot = m_Norm.Dot(direction);
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if (dot == 0.0f)
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return false;
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*intsect = start - (direction * (DistanceToPlane(start)/dot));
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return true;
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}
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