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1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h
4
5#ifndef __IRR_PLANE_3D_H_INCLUDED__
6#define __IRR_PLANE_3D_H_INCLUDED__
7
8#include "irrMath.h"
9#include "vector3d.h"
10
11namespace irr
12{
13namespace core
14{
15
16//! Enumeration for intersection relations of 3d objects
17enum EIntersectionRelation3D
18{
19 ISREL3D_FRONT = 0,
20 ISREL3D_BACK,
21 ISREL3D_PLANAR,
22 ISREL3D_SPANNING,
23 ISREL3D_CLIPPED
24};
25
26//! Template plane class with some intersection testing methods.
27/** It has to be ensured, that the normal is always normalized. The constructors
28 and setters of this class will not ensure this automatically. So any normal
29 passed in has to be normalized in advance. No change to the normal will be
30 made by any of the class methods.
31*/
32template <class T>
33class plane3d
34{
35 public:
36
37 // Constructors
38
39 plane3d(): Normal(0,1,0) { recalculateD(vector3d<T>(0,0,0)); }
40
41 plane3d(const vector3d<T>& MPoint, const vector3d<T>& Normal) : Normal(Normal) { recalculateD(MPoint); }
42
43 plane3d(T px, T py, T pz, T nx, T ny, T nz) : Normal(nx, ny, nz) { recalculateD(vector3d<T>(px, py, pz)); }
44
45 plane3d(const vector3d<T>& point1, const vector3d<T>& point2, const vector3d<T>& point3)
46 { setPlane(point1, point2, point3); }
47
48 plane3d(const vector3d<T> & normal, const T d) : Normal(normal), D(d) { }
49
50 // operators
51
52 inline bool operator==(const plane3d<T>& other) const { return (equals(D, other.D) && Normal==other.Normal);}
53
54 inline bool operator!=(const plane3d<T>& other) const { return !(*this == other);}
55
56 // functions
57
58 void setPlane(const vector3d<T>& point, const vector3d<T>& nvector)
59 {
60 Normal = nvector;
61 recalculateD(point);
62 }
63
64 void setPlane(const vector3d<T>& nvect, T d)
65 {
66 Normal = nvect;
67 D = d;
68 }
69
70 void setPlane(const vector3d<T>& point1, const vector3d<T>& point2, const vector3d<T>& point3)
71 {
72 // creates the plane from 3 memberpoints
73 Normal = (point2 - point1).crossProduct(point3 - point1);
74 Normal.normalize();
75
76 recalculateD(point1);
77 }
78
79
80 //! Get an intersection with a 3d line.
81 /** \param lineVect Vector of the line to intersect with.
82 \param linePoint Point of the line to intersect with.
83 \param outIntersection Place to store the intersection point, if there is one.
84 \return True if there was an intersection, false if there was not.
85 */
86 bool getIntersectionWithLine(const vector3d<T>& linePoint,
87 const vector3d<T>& lineVect,
88 vector3d<T>& outIntersection) const
89 {
90 T t2 = Normal.dotProduct(lineVect);
91
92 if (t2 == 0)
93 return false;
94
95 T t =- (Normal.dotProduct(linePoint) + D) / t2;
96 outIntersection = linePoint + (lineVect * t);
97 return true;
98 }
99
100 //! Get percentage of line between two points where an intersection with this plane happens.
101 /** Only useful if known that there is an intersection.
102 \param linePoint1 Point1 of the line to intersect with.
103 \param linePoint2 Point2 of the line to intersect with.
104 \return Where on a line between two points an intersection with this plane happened.
105 For example, 0.5 is returned if the intersection happened exactly in the middle of the two points.
106 */
107 f32 getKnownIntersectionWithLine(const vector3d<T>& linePoint1,
108 const vector3d<T>& linePoint2) const
109 {
110 vector3d<T> vect = linePoint2 - linePoint1;
111 T t2 = (f32)Normal.dotProduct(vect);
112 return (f32)-((Normal.dotProduct(linePoint1) + D) / t2);
113 }
114
115 //! Get an intersection with a 3d line, limited between two 3d points.
116 /** \param linePoint1 Point 1 of the line.
117 \param linePoint2 Point 2 of the line.
118 \param outIntersection Place to store the intersection point, if there is one.
119 \return True if there was an intersection, false if there was not.
120 */
121 bool getIntersectionWithLimitedLine(
122 const vector3d<T>& linePoint1,
123 const vector3d<T>& linePoint2,
124 vector3d<T>& outIntersection) const
125 {
126 return (getIntersectionWithLine(linePoint1, linePoint2 - linePoint1, outIntersection) &&
127 outIntersection.isBetweenPoints(linePoint1, linePoint2));
128 }
129
130 //! Classifies the relation of a point to this plane.
131 /** \param point Point to classify its relation.
132 \return ISREL3D_FRONT if the point is in front of the plane,
133 ISREL3D_BACK if the point is behind of the plane, and
134 ISREL3D_PLANAR if the point is within the plane. */
135 EIntersectionRelation3D classifyPointRelation(const vector3d<T>& point) const
136 {
137 const T d = Normal.dotProduct(point) + D;
138
139 if (d < -ROUNDING_ERROR_f32)
140 return ISREL3D_BACK;
141
142 if (d > ROUNDING_ERROR_f32)
143 return ISREL3D_FRONT;
144
145 return ISREL3D_PLANAR;
146 }
147
148 //! Recalculates the distance from origin by applying a new member point to the plane.
149 void recalculateD(const vector3d<T>& MPoint)
150 {
151 D = - MPoint.dotProduct(Normal);
152 }
153
154 //! Gets a member point of the plane.
155 vector3d<T> getMemberPoint() const
156 {
157 return Normal * -D;
158 }
159
160 //! Tests if there is an intersection with the other plane
161 /** \return True if there is a intersection. */
162 bool existsIntersection(const plane3d<T>& other) const
163 {
164 vector3d<T> cross = other.Normal.crossProduct(Normal);
165 return cross.getLength() > core::ROUNDING_ERROR_f32;
166 }
167
168 //! Intersects this plane with another.
169 /** \param other Other plane to intersect with.
170 \param outLinePoint Base point of intersection line.
171 \param outLineVect Vector of intersection.
172 \return True if there is a intersection, false if not. */
173 bool getIntersectionWithPlane(const plane3d<T>& other,
174 vector3d<T>& outLinePoint,
175 vector3d<T>& outLineVect) const
176 {
177 const T fn00 = Normal.getLength();
178 const T fn01 = Normal.dotProduct(other.Normal);
179 const T fn11 = other.Normal.getLength();
180 const f64 det = fn00*fn11 - fn01*fn01;
181
182 if (fabs(det) < ROUNDING_ERROR_f64 )
183 return false;
184
185 const f64 invdet = 1.0 / det;
186 const f64 fc0 = (fn11*-D + fn01*other.D) * invdet;
187 const f64 fc1 = (fn00*-other.D + fn01*D) * invdet;
188
189 outLineVect = Normal.crossProduct(other.Normal);
190 outLinePoint = Normal*(T)fc0 + other.Normal*(T)fc1;
191 return true;
192 }
193
194 //! Get the intersection point with two other planes if there is one.
195 bool getIntersectionWithPlanes(const plane3d<T>& o1,
196 const plane3d<T>& o2, vector3d<T>& outPoint) const
197 {
198 vector3d<T> linePoint, lineVect;
199 if (getIntersectionWithPlane(o1, linePoint, lineVect))
200 return o2.getIntersectionWithLine(linePoint, lineVect, outPoint);
201
202 return false;
203 }
204
205 //! Test if the triangle would be front or backfacing from any point.
206 /** Thus, this method assumes a camera position from
207 which the triangle is definitely visible when looking into
208 the given direction.
209 Note that this only works if the normal is Normalized.
210 Do not use this method with points as it will give wrong results!
211 \param lookDirection: Look direction.
212 \return True if the plane is front facing and
213 false if it is backfacing. */
214 bool isFrontFacing(const vector3d<T>& lookDirection) const
215 {
216 const f32 d = Normal.dotProduct(lookDirection);
217 return F32_LOWER_EQUAL_0 ( d );
218 }
219
220 //! Get the distance to a point.
221 /** Note that this only works if the normal is normalized. */
222 T getDistanceTo(const vector3d<T>& point) const
223 {
224 return point.dotProduct(Normal) + D;
225 }
226
227 //! Normal vector of the plane.
228 vector3d<T> Normal;
229
230 //! Distance from origin.
231 T D;
232};
233
234
235//! Typedef for a f32 3d plane.
236typedef plane3d<f32> plane3df;
237
238//! Typedef for an integer 3d plane.
239typedef plane3d<s32> plane3di;
240
241} // end namespace core
242} // end namespace irr
243
244#endif
245