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[chaz/yoink] / src / Moof / Plane.hh
1
2 /*******************************************************************************
3
4 Copyright (c) 2009, Charles McGarvey
5 All rights reserved.
6
7 Redistribution and use in source and binary forms, with or without
8 modification, are permitted provided that the following conditions are met:
9
10 * Redistributions of source code must retain the above copyright notice,
11 this list of conditions and the following disclaimer.
12 * Redistributions in binary form must reproduce the above copyright notice,
13 this list of conditions and the following disclaimer in the documentation
14 and/or other materials provided with the distribution.
15
16 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
17 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
20 FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
21 DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
22 SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
23 CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
24 OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
25 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26
27 *******************************************************************************/
28
29 #ifndef _MOOF_PLANE_HH_
30 #define _MOOF_PLANE_HH_
31
32 #include <Moof/Math.hh>
33 #include <Moof/Shape.hh>
34
35
36 namespace Mf {
37
38
39 template <int D> class Aabb;
40 template <int D> class Sphere;
41
42
43 /*
44 * A plane in 3-space defined by the equation Ax + By + Cz = D, where [A, B, C]
45 * is normal to the plane.
46 */
47
48 struct Plane : public Shape<3>
49 {
50 Vector3 normal;
51 Scalar d;
52
53 typedef enum
54 {
55 NEGATIVE = -1,
56 INTERSECT = 0,
57 POSITIVE = 1
58 } Halfspace;
59
60 Plane() {}
61 Plane(const Vector3& vector, Scalar scalar) :
62 normal(vector),
63 d(scalar) {}
64 Plane(Scalar a, Scalar b, Scalar c, Scalar scalar) :
65 normal(a, b, c),
66 d(scalar) {}
67
68
69 Scalar intersectRay(const Ray<3>& ray, Ray<3>::Intersection& intersection)
70 {
71 // solve: [(ray.point + t*ray.direction) dot normal] + d = 0
72
73 Scalar denominator = cml::dot(ray.direction, normal);
74
75 // check for parallel condition
76 if (denominator == SCALAR(0.0))
77 {
78 if (isEqual(cml::dot(ray.point, normal), -d))
79 {
80 // the ray lies on the plane
81 intersection.point = ray.point;
82 intersection.normal.set(0.0, 0.0, 0.0);
83 //intersection.normal = normal;
84 return SCALAR(0.0);
85 }
86
87 // no solution
88 return SCALAR(-1.0);
89 }
90
91 Scalar distance = cml::dot(ray.point, normal) + d;
92 Scalar t = -distance / denominator;
93 if (t > SCALAR(0.0))
94 {
95 ray.solve(intersection.point, t);
96
97 if (distance >= 0.0) intersection.normal = normal;
98 else intersection.normal = -normal;
99 }
100
101 return t;
102 }
103
104
105 /* Causes the normal of the plane to become normalized. The scalar may also
106 * be changed to keep the equation true. Word to the wise: don't normalize
107 * a plane if the normal is the zero vector. */
108 void normalize()
109 {
110 Scalar mag = normal.length();
111
112 normal /= mag;
113 d /= mag;
114 }
115
116 /**
117 * Determine the shortest distance between a point and the plane. */
118
119 Scalar getDistanceToPoint(const Vector3& point) const
120 {
121 return cml::dot(point, normal) + d;
122 }
123
124 Halfspace intersects(const Vector3& point) const
125 {
126 Scalar distance = getDistanceToPoint(point);
127
128 if (isEqual(distance, 0.0)) return INTERSECT;
129 else if (distance < 0.0) return NEGATIVE;
130 else return POSITIVE;
131 }
132
133 Halfspace intersects(const Aabb<3>& aabb) const;
134 Halfspace intersects(const Sphere<3>& sphere) const;
135 };
136
137
138 } // namespace Mf
139
140 #endif // _MOOF_PLANE_HH_
141
142 /** vim: set ts=4 sw=4 tw=80: *************************************************/
143
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