irrlicht/include/plane3d.h

223 lines
7.2 KiB
C++

// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_PLANE_3D_H_INCLUDED__
#define __IRR_PLANE_3D_H_INCLUDED__
#include "irrMath.h"
#include "vector3d.h"
namespace irr
{
namespace core
{
//! Enumeration for intersection relations of 3d objects
enum EIntersectionRelation3D
{
ISREL3D_FRONT = 0,
ISREL3D_BACK,
ISREL3D_PLANAR,
ISREL3D_SPANNING,
ISREL3D_CLIPPED
};
//! Template plane class with some intersection testing methods.
template <class T>
class plane3d
{
public:
// Constructors
plane3d(): Normal(0,1,0) { recalculateD(vector3d<T>(0,0,0)); }
plane3d(const vector3d<T>& MPoint, const vector3d<T>& Normal) : Normal(Normal) { recalculateD(MPoint); }
plane3d(T px, T py, T pz, T nx, T ny, T nz) : Normal(nx, ny, nz) { recalculateD(vector3d<T>(px, py, pz)); }
plane3d(const vector3d<T>& point1, const vector3d<T>& point2, const vector3d<T>& point3) { setPlane(point1, point2, point3); }
// operators
inline bool operator==(const plane3d<T>& other) const { return (D==other.D && Normal==other.Normal);}
inline bool operator!=(const plane3d<T>& other) const { return !(D==other.D && Normal==other.Normal);}
// functions
void setPlane(const vector3d<T>& point, const vector3d<T>& nvector)
{
Normal = nvector;
recalculateD(point);
}
void setPlane(const vector3d<T>& nvect, T d)
{
Normal = nvect;
D = d;
}
void setPlane(const vector3d<T>& point1, const vector3d<T>& point2, const vector3d<T>& point3)
{
// creates the plane from 3 memberpoints
Normal = (point2 - point1).crossProduct(point3 - point1);
Normal.normalize();
recalculateD(point1);
}
//! Returns an intersection with a 3d line.
//! \param lineVect: Vector of the line to intersect with.
//! \param linePoint: Point of the line to intersect with.
//! \param outIntersection: Place to store the intersection point, if there is one.
//! \return Returns true if there was an intersection, false if there was not.
bool getIntersectionWithLine(const vector3d<T>& linePoint, const vector3d<T>& lineVect,
vector3d<T>& outIntersection) const
{
T t2 = Normal.dotProduct(lineVect);
if (t2 == 0)
return false;
T t =- (Normal.dotProduct(linePoint) + D) / t2;
outIntersection = linePoint + (lineVect * t);
return true;
}
//! Returns where on a line between two points an intersection with this plane happened.
//! Only useful if known that there is an intersection.
//! \param linePoint1: Point1 of the line to intersect with.
//! \param linePoint2: Point2 of the line to intersect with.
//! \return Returns where on a line between two points an intersection with this plane happened.
//! For example, 0.5 is returned if the intersection happened exectly in the middle of the two points.
f32 getKnownIntersectionWithLine(const vector3d<T>& linePoint1,
const vector3d<T>& linePoint2) const
{
vector3d<T> vect = linePoint2 - linePoint1;
T t2 = (f32)Normal.dotProduct(vect);
return (f32)-((Normal.dotProduct(linePoint1) + D) / t2);
}
//! Returns an intersection with a 3d line, limited between two 3d points.
//! \param linePoint1: Point 1 of the line.
//! \param linePoint2: Point 2 of the line.
//! \param outIntersection: Place to store the intersection point, if there is one.
//! \return Returns true if there was an intersection, false if there was not.
bool getIntersectionWithLimitedLine(const vector3d<T>& linePoint1,
const vector3d<T>& linePoint2, vector3d<T>& outIntersection) const
{
return ( getIntersectionWithLine(linePoint1, linePoint2 - linePoint1, outIntersection) &&
outIntersection.isBetweenPoints(linePoint1, linePoint2));
}
//! Classifies the relation of a point to this plane.
//! \param point: Point to classify its relation.
//! \return Returns ISREL3D_FRONT if the point is in front of the plane,
//! ISREL3D_BACK if the point is behind of the plane, and
//! ISREL3D_PLANAR if the point is within the plane.
EIntersectionRelation3D classifyPointRelation(const vector3d<T>& point) const
{
const T d = Normal.dotProduct(point) + D;
if (d < -ROUNDING_ERROR_32)
return ISREL3D_BACK;
if (d > ROUNDING_ERROR_32)
return ISREL3D_FRONT;
return ISREL3D_PLANAR;
}
//! Recalculates the distance from origin by applying
//! a new member point to the plane.
void recalculateD(const vector3d<T>& MPoint)
{
D = - MPoint.dotProduct(Normal);
}
//! Returns a member point of the plane.
vector3d<T> getMemberPoint() const
{
return Normal * -D;
}
//! Tests if there is an intersection between with the other plane
//! \return Returns true if there is a intersection.
bool existsIntersection(const plane3d<T>& other) const
{
vector3d<T> cross = other.Normal.crossProduct(Normal);
return cross.getLength() > core::ROUNDING_ERROR_32;
}
//! Intersects this plane with another.
//! \return Returns true if there is a intersection, false if not.
bool getIntersectionWithPlane(const plane3d<T>& other, vector3d<T>& outLinePoint,
vector3d<T>& outLineVect) const
{
T fn00 = Normal.getLength();
T fn01 = Normal.dotProduct(other.Normal);
T fn11 = other.Normal.getLength();
f64 det = fn00*fn11 - fn01*fn01;
if (fabs(det) < ROUNDING_ERROR_64 )
return false;
det = 1.0 / det;
f64 fc0 = (fn11*-D + fn01*other.D) * det;
f64 fc1 = (fn00*-other.D + fn01*D) * det;
outLineVect = Normal.crossProduct(other.Normal);
outLinePoint = Normal*(T)fc0 + other.Normal*(T)fc1;
return true;
}
//! Returns the intersection point with two other planes if there is one.
bool getIntersectionWithPlanes(const plane3d<T>& o1,
const plane3d<T>& o2, vector3d<T>& outPoint) const
{
vector3d<T> linePoint, lineVect;
if (getIntersectionWithPlane(o1, linePoint, lineVect))
return o2.getIntersectionWithLine(linePoint, lineVect, outPoint);
return false;
}
//! Test if the triangle would be front or backfacing from any
//! point. Thus, this method assumes a camera position from
//! which the triangle is definitely visible when looking into
//! the given direction.
//! Note that this only works if the normal is Normalized.
//! Do not use this method with points as it will give wrong results!
//! \param lookDirection: Look direction.
//! \return Returns true if the plane is front facing and
//! false if it is backfacing.
bool isFrontFacing(const vector3d<T>& lookDirection) const
{
const f32 d = Normal.dotProduct(lookDirection);
return F32_LOWER_EQUAL_0 ( d );
}
//! Returns the distance to a point. Note that this only
//! works if the normal is Normalized.
T getDistanceTo(const vector3d<T>& point) const
{
return point.dotProduct(Normal) + D;
}
// member variables
vector3d<T> Normal; // normal vector
T D; // distance from origin
};
//! Typedef for a f32 3d plane.
typedef plane3d<f32> plane3df;
//! Typedef for an integer 3d plane.
typedef plane3d<s32> plane3di;
} // end namespace core
} // end namespace irr
#endif