1 /*
2 Copyright (C) 2001-2006, William Joseph.
3 All Rights Reserved.
4
5 This file is part of GtkRadiant.
6
7 GtkRadiant is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 GtkRadiant is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with GtkRadiant; if not, write to the Free Software
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
20 */
21
22 #if !defined(INCLUDED_MATH_PLANE_H)
23 #define INCLUDED_MATH_PLANE_H
24
25 /// \file
26 /// \brief Plane data types and related operations.
27
28 #include "math/matrix.h"
29
30 /// \brief A plane equation stored in double-precision floating-point.
31 class Plane3
32 {
33 public:
34 double a, b, c, d;
35
Plane3()36 Plane3()
37 {
38 }
Plane3(double _a,double _b,double _c,double _d)39 Plane3(double _a, double _b, double _c, double _d)
40 : a(_a), b(_b), c(_c), d(_d)
41 {
42 }
43 template<typename Element>
Plane3(const BasicVector3<Element> & normal,double dist)44 Plane3(const BasicVector3<Element>& normal, double dist)
45 : a(normal.x()), b(normal.y()), c(normal.z()), d(dist)
46 {
47 }
48
normal()49 BasicVector3<double>& normal()
50 {
51 return reinterpret_cast<BasicVector3<double>&>(*this);
52 }
normal()53 const BasicVector3<double>& normal() const
54 {
55 return reinterpret_cast<const BasicVector3<double>&>(*this);
56 }
dist()57 double& dist()
58 {
59 return d;
60 }
dist()61 const double& dist() const
62 {
63 return d;
64 }
65 };
66
plane3_normalised(const Plane3 & plane)67 inline Plane3 plane3_normalised(const Plane3& plane)
68 {
69 double rmagnitude = 1.0 / sqrt(plane.a * plane.a + plane.b * plane.b + plane.c * plane.c);
70 return Plane3(
71 plane.a * rmagnitude,
72 plane.b * rmagnitude,
73 plane.c * rmagnitude,
74 plane.d * rmagnitude
75 );
76 }
77
plane3_translated(const Plane3 & plane,const Vector3 & translation)78 inline Plane3 plane3_translated(const Plane3& plane, const Vector3& translation)
79 {
80 Plane3 transformed;
81 transformed.a = plane.a;
82 transformed.b = plane.b;
83 transformed.c = plane.c;
84 transformed.d = -((-plane.d * transformed.a + translation.x()) * transformed.a +
85 (-plane.d * transformed.b + translation.y()) * transformed.b +
86 (-plane.d * transformed.c + translation.z()) * transformed.c);
87 return transformed;
88 }
89
plane3_transformed(const Plane3 & plane,const Matrix4 & transform)90 inline Plane3 plane3_transformed(const Plane3& plane, const Matrix4& transform)
91 {
92 Plane3 transformed;
93 transformed.a = transform[0] * plane.a + transform[4] * plane.b + transform[8] * plane.c;
94 transformed.b = transform[1] * plane.a + transform[5] * plane.b + transform[9] * plane.c;
95 transformed.c = transform[2] * plane.a + transform[6] * plane.b + transform[10] * plane.c;
96 transformed.d = -((-plane.d * transformed.a + transform[12]) * transformed.a +
97 (-plane.d * transformed.b + transform[13]) * transformed.b +
98 (-plane.d * transformed.c + transform[14]) * transformed.c);
99 return transformed;
100 }
101
plane3_inverse_transformed(const Plane3 & plane,const Matrix4 & transform)102 inline Plane3 plane3_inverse_transformed(const Plane3& plane, const Matrix4& transform)
103 {
104 return Plane3
105 (
106 transform[ 0] * plane.a + transform[ 1] * plane.b + transform[ 2] * plane.c + transform[ 3] * plane.d,
107 transform[ 4] * plane.a + transform[ 5] * plane.b + transform[ 6] * plane.c + transform[ 7] * plane.d,
108 transform[ 8] * plane.a + transform[ 9] * plane.b + transform[10] * plane.c + transform[11] * plane.d,
109 transform[12] * plane.a + transform[13] * plane.b + transform[14] * plane.c + transform[15] * plane.d
110 );
111 }
112
plane3_flipped(const Plane3 & plane)113 inline Plane3 plane3_flipped(const Plane3& plane)
114 {
115 return Plane3(vector3_negated(plane.normal()), -plane.dist());
116 }
117
118 const double c_PLANE_NORMAL_EPSILON = 0.0001f;
119 const double c_PLANE_DIST_EPSILON = 0.02;
120
plane3_equal(const Plane3 & self,const Plane3 & other)121 inline bool plane3_equal(const Plane3& self, const Plane3& other)
122 {
123 return vector3_equal_epsilon(self.normal(), other.normal(), c_PLANE_NORMAL_EPSILON)
124 && float_equal_epsilon(self.dist(), other.dist(), c_PLANE_DIST_EPSILON);
125 }
126
plane3_opposing(const Plane3 & self,const Plane3 & other)127 inline bool plane3_opposing(const Plane3& self, const Plane3& other)
128 {
129 return plane3_equal(self, plane3_flipped(other));
130 }
131
plane3_valid(const Plane3 & self)132 inline bool plane3_valid(const Plane3& self)
133 {
134 return float_equal_epsilon(vector3_dot(self.normal(), self.normal()), 1.0, 0.01);
135 }
136
137 template<typename Element>
plane3_for_points(const BasicVector3<Element> & p0,const BasicVector3<Element> & p1,const BasicVector3<Element> & p2)138 inline Plane3 plane3_for_points(const BasicVector3<Element>& p0, const BasicVector3<Element>& p1, const BasicVector3<Element>& p2)
139 {
140 Plane3 self;
141 self.normal() = vector3_normalised(vector3_cross(vector3_subtracted(p1, p0), vector3_subtracted(p2, p0)));
142 self.dist() = vector3_dot(p0, self.normal());
143 return self;
144 }
145
146 template<typename Element>
plane3_for_points(const BasicVector3<Element> planepts[3])147 inline Plane3 plane3_for_points(const BasicVector3<Element> planepts[3])
148 {
149 return plane3_for_points(planepts[2], planepts[1], planepts[0]);
150 }
151
152
153 #endif
154