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forked from 0ad/0ad
0ad/source/maths/Plane.h
Ykkrosh b08e142193 Graphics optimisations and features from eihrul.
Add shadow filtering (PCF) option.
Fix ugly shadow saturation in old lighting mode.
Fix fancy water shader.
Fix camera matrix computation.
Support scissoring of camera frustum.
Optimise vertex skinning.
Inline various matrix functions.
Support filtering of the list of submitted models before a rendering
pass, for more precise culling.
Optimise water renderer (fixes #721, based on patch by ortalo).
Use scissoring when generating reflection/refraction textures.
Skip reflection/refraction texture generation when no water is visible.
Render alpha-blended objects differently (fixes #434).
Reduce shadow swimming effects.

This was SVN commit r9814.
2011-07-12 23:48:05 +00:00

72 lines
2.1 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.
#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[0], coeffs[1], coeffs[2]), m_Dist(coeffs[3]) { }
//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;
//solves the plane equation for a particular point
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);
bool FindRayIntersection (const CVector3D &start, const CVector3D &direction, CVector3D *intsect);
public:
CVector3D m_Norm; //normal vector of the plane
float m_Dist; //Plane distance (ie D in the plane eq.)
};
#endif