1 | #ifndef _Plane3_H__
|
---|
2 | #define _Plane3_H__
|
---|
3 |
|
---|
4 | #include "Vector3.h"
|
---|
5 |
|
---|
6 |
|
---|
7 | /** 3D Plane */
|
---|
8 | class Plane3 {
|
---|
9 | public:
|
---|
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 |
|
---|
33 | float Distance(const Vector3 &v) const {
|
---|
34 | return DotProd(v, mNormal) + mD;
|
---|
35 | }
|
---|
36 |
|
---|
37 | int Side(const Vector3 &v, const float threshold = 1e-6) const {
|
---|
38 | return signum(Distance(v), threshold);
|
---|
39 | }
|
---|
40 |
|
---|
41 | Vector3 FindIntersection(const Vector3 &a,
|
---|
42 | const Vector3 &b,
|
---|
43 | float *t = NULL,
|
---|
44 | bool *coplanar = NULL
|
---|
45 | ) const
|
---|
46 | {
|
---|
47 | const Vector3 v = b - a; // line from A to B
|
---|
48 | float dv = DotProd(v, mNormal);
|
---|
49 |
|
---|
50 | if (signum(dv) == 0)
|
---|
51 | {
|
---|
52 | if (coplanar) (*coplanar) = true;
|
---|
53 | if (t) (*t) = 1;
|
---|
54 | return a;
|
---|
55 | }
|
---|
56 |
|
---|
57 | if (coplanar) (*coplanar) = false;
|
---|
58 | float u = - Distance(a) / dv; // TODO: could be done more efficiently
|
---|
59 |
|
---|
60 | if (t) (*t) = u;
|
---|
61 |
|
---|
62 | return a + u * v;
|
---|
63 | }
|
---|
64 |
|
---|
65 | float FindT(const Vector3 &a,
|
---|
66 | const Vector3 &b) const
|
---|
67 | {
|
---|
68 | const Vector3 v = b - a; // line from A to B
|
---|
69 | const float dv = DotProd(v, mNormal);
|
---|
70 |
|
---|
71 | if (signum(dv) == 0)
|
---|
72 | return 1;
|
---|
73 |
|
---|
74 | return - Distance(a) / dv; // TODO: could be done more efficiently
|
---|
75 | }
|
---|
76 |
|
---|
77 | friend bool
|
---|
78 | PlaneIntersection(const Plane3 &a, const Plane3 &b, const Plane3 &c, Vector3 &result);
|
---|
79 |
|
---|
80 | friend ostream &operator<<(ostream &s, const Plane3 p) {
|
---|
81 | s<<p.mNormal<<" "<<p.mD;
|
---|
82 | return s;
|
---|
83 | }
|
---|
84 |
|
---|
85 |
|
---|
86 | };
|
---|
87 |
|
---|
88 |
|
---|
89 |
|
---|
90 |
|
---|
91 | #endif
|
---|