/****************************************************************************** Copyright (C) 2013 by Hugh Bailey This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . ******************************************************************************/ #include "../util/c99defs.h" #include "matrix3.h" #include "plane.h" void plane_from_tri(struct plane *dst, const struct vec3 *v1, const struct vec3 *v2, const struct vec3 *v3) { struct vec3 temp; vec3_sub(&temp, v2, v1); vec3_sub(&dst->dir, v3, v1); vec3_cross(&dst->dir, &temp, &dst->dir); vec3_norm(&dst->dir, &dst->dir); dst->dist = vec3_dot(v1, &dst->dir); } void plane_transform(struct plane *dst, const struct plane *p, const struct matrix4 *m) { struct vec3 temp; vec3_zero(&temp); vec3_transform(&dst->dir, &p->dir, m); vec3_norm(&dst->dir, &dst->dir); vec3_transform(&temp, &temp, m); dst->dist = p->dist - vec3_dot(&dst->dir, &temp); } void plane_transform3x4(struct plane *dst, const struct plane *p, const struct matrix3 *m) { struct vec3 temp; vec3_transform3x4(&dst->dir, &p->dir, m); vec3_norm(&dst->dir, &dst->dir); vec3_transform3x4(&temp, &m->t, m); dst->dist = p->dist - vec3_dot(&dst->dir, &temp); } bool plane_intersection_ray(const struct plane *p, const struct vec3 *orig, const struct vec3 *dir, float *t) { float c = vec3_dot(&p->dir, dir); if (fabsf(c) < EPSILON) { *t = 0.0f; return false; } else { *t = (p->dist - vec3_dot(&p->dir, orig)) / c; return true; } } bool plane_intersection_line(const struct plane *p, const struct vec3 *v1, const struct vec3 *v2, float *t) { float p1_dist, p2_dist, p1_abs_dist, dist2; bool p1_over, p2_over; p1_dist = vec3_plane_dist(v1, p); p2_dist = vec3_plane_dist(v2, p); if (close_float(p1_dist, 0.0f, EPSILON)) { if (close_float(p2_dist, 0.0f, EPSILON)) return false; *t = 0.0f; return true; } else if (close_float(p2_dist, 0.0f, EPSILON)) { *t = 1.0f; return true; } p1_over = (p1_dist > 0.0f); p2_over = (p2_dist > 0.0f); if (p1_over == p2_over) return false; p1_abs_dist = fabsf(p1_dist); dist2 = p1_abs_dist + fabsf(p2_dist); if (dist2 < EPSILON) return false; *t = p1_abs_dist / dist2; return true; } bool plane_tri_inside(const struct plane *p, const struct vec3 *v1, const struct vec3 *v2, const struct vec3 *v3, float precision) { /* bit 1: part or all is behind the plane */ /* bit 2: part or all is in front of the plane */ int sides = 0; float d1 = vec3_plane_dist(v1, p); float d2 = vec3_plane_dist(v2, p); float d3 = vec3_plane_dist(v3, p); if (d1 >= precision) sides = 2; else if (d1 <= -precision) sides = 1; if (d2 >= precision) sides |= 2; else if (d2 <= -precision) sides |= 1; if (d3 >= precision) sides |= 2; else if (d3 <= -precision) sides |= 1; return sides; } bool plane_line_inside(const struct plane *p, const struct vec3 *v1, const struct vec3 *v2, float precision) { /* bit 1: part or all is behind the plane */ /* bit 2: part or all is in front of the plane */ int sides = 0; float d1 = vec3_plane_dist(v1, p); float d2 = vec3_plane_dist(v2, p); if (d1 >= precision) sides = 2; else if (d1 <= -precision) sides = 1; if (d2 >= precision) sides |= 2; else if (d2 <= -precision) sides |= 1; return sides; }