[256] | 1 | #include "Plane3.h"
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| 2 | #include "Matrix4x4.h"
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| 3 |
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| 4 |
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| 5 |
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| 6 |
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| 7 | bool
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| 8 | PlaneIntersection(const Plane3 &a, const Plane3 &b, const Plane3 &c, Vector3 &result)
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| 9 | {
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| 10 | Vector3
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| 11 | sx(a.mNormal.x, b.mNormal.x, c.mNormal.x),
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| 12 | sy(a.mNormal.y, b.mNormal.y, c.mNormal.y),
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| 13 | sz(a.mNormal.z, b.mNormal.z, c.mNormal.z),
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| 14 | sd(a.mD, b.mD, c.mD);
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| 15 |
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| 16 | Matrix4x4 md(a.mNormal, b.mNormal, c.mNormal), mx, my, mz;
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| 17 |
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| 18 | mx.SetColumns(sd, sy, sz);
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| 19 | my.SetColumns(sx, sd, sz);
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| 20 | mz.SetColumns(sx, sy, sd);
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| 21 |
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| 22 | double det = md.Det3x3();
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| 23 |
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| 24 | if (abs(det)<TRASH)
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| 25 | return false;
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| 26 |
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| 27 | result.SetValue(mx.Det3x3()/det,
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| 28 | my.Det3x3()/det,
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| 29 | mz.Det3x3()/det);
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| 30 |
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| 31 | return true;
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| 32 | }
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[639] | 33 |
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| 34 |
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| 35 | Vector3 Plane3::FindIntersection(const Vector3 &a,
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| 36 | const Vector3 &b,
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| 37 | float *t,
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| 38 | bool *coplanar) const
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| 39 | {
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| 40 | const Vector3 v = b - a; // line from A to B
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| 41 | float dv = DotProd(v, mNormal);
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| 42 |
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| 43 | if (signum(dv) == 0)
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| 44 | {
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| 45 | if (coplanar)
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| 46 | (*coplanar) = true;
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| 47 |
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| 48 | if (t)
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| 49 | (*t) = 0;
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| 50 |
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| 51 | return a;
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| 52 | }
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| 53 |
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| 54 | if (coplanar)
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| 55 | (*coplanar) = false;
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| 56 |
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| 57 | float u = - Distance(a) / dv; // TODO: could be done more efficiently
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| 58 |
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| 59 | if (t)
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| 60 | (*t) = u;
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| 61 |
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| 62 | return a + u * v;
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| 63 | }
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| 64 |
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| 65 |
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| 66 | int Plane3::Side(const Vector3 &v, const float threshold) const
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| 67 | {
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| 68 | return signum(Distance(v), threshold);
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| 69 | }
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| 70 |
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| 71 |
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| 72 | float Plane3::FindT(const Vector3 &a, const Vector3 &b) const
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| 73 | {
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| 74 | const Vector3 v = b - a; // line from A to B
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| 75 | const float dv = DotProd(v, mNormal);
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| 76 |
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| 77 | // does not intersect or coincident
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| 78 |
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| 79 | if (signum(dv) == 0)
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| 80 | return 0;
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| 81 |
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| 82 | return - Distance(a) / dv; // TODO: could be done more efficiently
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| 83 | } |
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