source: trunk/VUT/GtpVisibilityPreprocessor/src/Plane3.h @ 327

Revision 327, 1.7 KB checked in by mattausch, 19 years ago (diff)

worked on the ray based subdivision. finished extracting polygons from rays

Line 
1#ifndef _Plane3_H__
2#define _Plane3_H__
3
4#include "Vector3.h"
5
6 
7/** 3D Plane */
8class Plane3 {
9public:
10
11  Vector3 mNormal;
12  float mD;
13 
14  Plane3() {}
15 
16  Plane3(const Vector3 &a,
17         const Vector3 &b,
18         const Vector3 &c
19         ) {
20    Vector3 v1=a-b, v2=c-b;
21    mNormal = Normalize(CrossProd(v2,v1));
22    mD = -DotProd(b, mNormal);
23  }
24
25  Plane3(const Vector3 &normal,
26         const Vector3 &point
27         ):mNormal(normal)
28  {
29    mD = -DotProd(normal, point);
30  }
31
32  // relation of objects with the plane
33  enum {BACK_SIDE, FRONT_SIDE, SPLIT, COINCIDENT};
34
35  float Distance(const Vector3 &v) const {
36    return DotProd(v, mNormal) + mD;
37  }
38
39  int Side(const Vector3 &v, const float threshold = 1e-6) const {
40    return signum(Distance(v), threshold);
41  }
42
43  Vector3 FindIntersection(const Vector3 &a,
44                           const Vector3 &b,
45                           float *t = NULL,
46                           bool *coplanar = NULL
47                           ) const
48  {
49    const Vector3 v = b - a; // line from A to B
50    float dv = DotProd(v, mNormal);
51   
52    if (signum(dv) == 0)
53        {
54                if (coplanar) (*coplanar) = true;       
55                if (t) (*t) = 1;
56                return a;
57        }
58       
59    float u = - Distance(a) / dv; // TODO: could be done more efficiently
60   
61        if (coplanar) (*coplanar) = false;
62        if (t) (*t) = u;
63       
64        //Debug << "t: " << u << ", b - a: " << v << ", norm: " << mNormal << ", dist(a): " << - Distance(a) << ", dv: " << dv << endl;
65    //return a - Distance(a) * b / dv + Distance(a) * a / dv; // NOTE: gives better precision than calclulating a + u * v
66    return a + u * v;
67  }
68 
69  friend bool
70  PlaneIntersection(const Plane3 &a, const Plane3 &b, const Plane3 &c, Vector3 &result);
71 
72  friend ostream &operator<<(ostream &s, const Plane3 p) {
73    s<<p.mNormal<<" "<<p.mD;
74    return s;
75  }
76
77 
78};
79 
80
81
82
83#endif
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