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