X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fyoink;a=blobdiff_plain;f=src%2FMoof%2FPlane.hh;h=b39891790f16a6afc682c9e753642cf8015ebd5e;hp=797edc05c39fe13283c4a52088502fcb6e2f132c;hb=3f6e44698c38b74bb622ad81ea9d2daa636981d2;hpb=29e3d45f7bbbf31eadf793c41ff2b3d9c47b7539 diff --git a/src/Moof/Plane.hh b/src/Moof/Plane.hh index 797edc0..b398917 100644 --- a/src/Moof/Plane.hh +++ b/src/Moof/Plane.hh @@ -28,18 +28,105 @@ #ifndef _MOOF_PLANE_HH_ #define _MOOF_PLANE_HH_ - + #include +#include namespace Mf { -class Plane +template class Aabb; +template class Sphere; + + +/* + * A plane in 3-space defined by the equation Ax + By + Cz = D, where [A, B, C] + * is normal to the plane. + */ + +struct Plane : public Shape<3> { - Vector4 components; + Vector3 normal; + Scalar d; + + typedef enum + { + NEGATIVE = -1, + INTERSECT = 0, + POSITIVE = 1 + } Halfspace; + + Plane() {} + Plane(const Vector3& vector, Scalar scalar) : + normal(vector), + d(scalar) {} + Plane(Scalar a, Scalar b, Scalar c, Scalar scalar) : + normal(a, b, c), + d(scalar) {} + + + bool intersectRay(const Ray<3>& ray, Ray<3>::Intersection& hit) + { + // solve: [(ray.point + t*ray.direction) dot normal] + d = 0 + + Scalar denom = cml::dot(ray.direction, normal); + + // check for parallel condition + if (denom == SCALAR(0.0)) + { + if (isEqual(cml::dot(ray.point, normal), -d)) + { + // the ray lies on the plane + hit.distance = SCALAR(0.0); + hit.normal.set(0.0, 0.0, 0.0); + return true; + } + + // no solution + return false; + } + + Scalar numer = cml::dot(ray.point, normal) + d; + hit.distance = -numer / denom; + if (hit.distance < SCALAR(0.0)) return false; + + if (numer >= 0.0) hit.normal = normal; + else hit.normal = -normal; + return true; + } + + + /* Causes the normal of the plane to become normalized. The scalar may also + * be changed to keep the equation true. Word to the wise: don't normalize + * a plane if the normal is the zero vector. */ + void normalize() + { + Scalar mag = normal.length(); + + normal /= mag; + d /= mag; + } + + /** + * Determine the shortest distance between a point and the plane. */ + + Scalar getDistanceToPoint(const Vector3& point) const + { + return cml::dot(point, normal) + d; + } + + Halfspace intersects(const Vector3& point) const + { + Scalar distance = getDistanceToPoint(point); + + if (isEqual(distance, 0.0)) return INTERSECT; + else if (distance < 0.0) return NEGATIVE; + else return POSITIVE; + } -public: + Halfspace intersects(const Aabb<3>& aabb) const; + Halfspace intersects(const Sphere<3>& sphere) const; };