/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code 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 3 of the License, or (at your option) any later version. Doom 3 Source Code 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 Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __MATH_PLANE_H__ #define __MATH_PLANE_H__ /* =============================================================================== 3D plane with equation: a * x + b * y + c * z + d = 0 =============================================================================== */ class idVec3; class idMat3; #define ON_EPSILON 0.1f #define DEGENERATE_DIST_EPSILON 1e-4f #define SIDE_FRONT 0 #define SIDE_BACK 1 #define SIDE_ON 2 #define SIDE_CROSS 3 // plane sides #define PLANESIDE_FRONT 0 #define PLANESIDE_BACK 1 #define PLANESIDE_ON 2 #define PLANESIDE_CROSS 3 // plane types #define PLANETYPE_X 0 #define PLANETYPE_Y 1 #define PLANETYPE_Z 2 #define PLANETYPE_NEGX 3 #define PLANETYPE_NEGY 4 #define PLANETYPE_NEGZ 5 #define PLANETYPE_TRUEAXIAL 6 // all types < 6 are true axial planes #define PLANETYPE_ZEROX 6 #define PLANETYPE_ZEROY 7 #define PLANETYPE_ZEROZ 8 #define PLANETYPE_NONAXIAL 9 class idPlane { public: idPlane( void ); idPlane( float a, float b, float c, float d ); idPlane( const idVec3 &normal, const float dist ); float operator[]( int index ) const; float & operator[]( int index ); idPlane operator-() const; // flips plane idPlane & operator=( const idVec3 &v ); // sets normal and sets idPlane::d to zero idPlane operator+( const idPlane &p ) const; // add plane equations idPlane operator-( const idPlane &p ) const; // subtract plane equations idPlane & operator*=( const idMat3 &m ); // Normal() *= m bool Compare( const idPlane &p ) const; // exact compare, no epsilon bool Compare( const idPlane &p, const float epsilon ) const; // compare with epsilon bool Compare( const idPlane &p, const float normalEps, const float distEps ) const; // compare with epsilon bool operator==( const idPlane &p ) const; // exact compare, no epsilon bool operator!=( const idPlane &p ) const; // exact compare, no epsilon void Zero( void ); // zero plane void SetNormal( const idVec3 &normal ); // sets the normal const idVec3 & Normal( void ) const; // reference to const normal idVec3 & Normal( void ); // reference to normal float Normalize( bool fixDegenerate = true ); // only normalizes the plane normal, does not adjust d bool FixDegenerateNormal( void ); // fix degenerate normal bool FixDegeneracies( float distEpsilon ); // fix degenerate normal and dist float Dist( void ) const; // returns: -d void SetDist( const float dist ); // sets: d = -dist int Type( void ) const; // returns plane type bool FromPoints( const idVec3 &p1, const idVec3 &p2, const idVec3 &p3, bool fixDegenerate = true ); bool FromVecs( const idVec3 &dir1, const idVec3 &dir2, const idVec3 &p, bool fixDegenerate = true ); void FitThroughPoint( const idVec3 &p ); // assumes normal is valid bool HeightFit( const idVec3 *points, const int numPoints ); idPlane Translate( const idVec3 &translation ) const; idPlane & TranslateSelf( const idVec3 &translation ); idPlane Rotate( const idVec3 &origin, const idMat3 &axis ) const; idPlane & RotateSelf( const idVec3 &origin, const idMat3 &axis ); float Distance( const idVec3 &v ) const; int Side( const idVec3 &v, const float epsilon = 0.0f ) const; bool LineIntersection( const idVec3 &start, const idVec3 &end ) const; // intersection point is start + dir * scale bool RayIntersection( const idVec3 &start, const idVec3 &dir, float &scale ) const; bool PlaneIntersection( const idPlane &plane, idVec3 &start, idVec3 &dir ) const; int GetDimension( void ) const; const idVec4 & ToVec4( void ) const; idVec4 & ToVec4( void ); const float * ToFloatPtr( void ) const; float * ToFloatPtr( void ); const char * ToString( int precision = 2 ) const; private: float a; float b; float c; float d; }; extern idPlane plane_origin; #define plane_zero plane_origin ID_INLINE idPlane::idPlane( void ) { } ID_INLINE idPlane::idPlane( float a, float b, float c, float d ) { this->a = a; this->b = b; this->c = c; this->d = d; } ID_INLINE idPlane::idPlane( const idVec3 &normal, const float dist ) { this->a = normal.x; this->b = normal.y; this->c = normal.z; this->d = -dist; } ID_INLINE float idPlane::operator[]( int index ) const { return ( &a )[ index ]; } ID_INLINE float& idPlane::operator[]( int index ) { return ( &a )[ index ]; } ID_INLINE idPlane idPlane::operator-() const { return idPlane( -a, -b, -c, -d ); } ID_INLINE idPlane &idPlane::operator=( const idVec3 &v ) { a = v.x; b = v.y; c = v.z; d = 0; return *this; } ID_INLINE idPlane idPlane::operator+( const idPlane &p ) const { return idPlane( a + p.a, b + p.b, c + p.c, d + p.d ); } ID_INLINE idPlane idPlane::operator-( const idPlane &p ) const { return idPlane( a - p.a, b - p.b, c - p.c, d - p.d ); } ID_INLINE idPlane &idPlane::operator*=( const idMat3 &m ) { Normal() *= m; return *this; } ID_INLINE bool idPlane::Compare( const idPlane &p ) const { return ( a == p.a && b == p.b && c == p.c && d == p.d ); } ID_INLINE bool idPlane::Compare( const idPlane &p, const float epsilon ) const { if ( idMath::Fabs( a - p.a ) > epsilon ) { return false; } if ( idMath::Fabs( b - p.b ) > epsilon ) { return false; } if ( idMath::Fabs( c - p.c ) > epsilon ) { return false; } if ( idMath::Fabs( d - p.d ) > epsilon ) { return false; } return true; } ID_INLINE bool idPlane::Compare( const idPlane &p, const float normalEps, const float distEps ) const { if ( idMath::Fabs( d - p.d ) > distEps ) { return false; } if ( !Normal().Compare( p.Normal(), normalEps ) ) { return false; } return true; } ID_INLINE bool idPlane::operator==( const idPlane &p ) const { return Compare( p ); } ID_INLINE bool idPlane::operator!=( const idPlane &p ) const { return !Compare( p ); } ID_INLINE void idPlane::Zero( void ) { a = b = c = d = 0.0f; } ID_INLINE void idPlane::SetNormal( const idVec3 &normal ) { a = normal.x; b = normal.y; c = normal.z; } ID_INLINE const idVec3 &idPlane::Normal( void ) const { return *reinterpret_cast(&a); } ID_INLINE idVec3 &idPlane::Normal( void ) { return *reinterpret_cast(&a); } ID_INLINE float idPlane::Normalize( bool fixDegenerate ) { float length = reinterpret_cast(&a)->Normalize(); if ( fixDegenerate ) { FixDegenerateNormal(); } return length; } ID_INLINE bool idPlane::FixDegenerateNormal( void ) { return Normal().FixDegenerateNormal(); } ID_INLINE bool idPlane::FixDegeneracies( float distEpsilon ) { bool fixedNormal = FixDegenerateNormal(); // only fix dist if the normal was degenerate if ( fixedNormal ) { if ( idMath::Fabs( d - idMath::Rint( d ) ) < distEpsilon ) { d = idMath::Rint( d ); } } return fixedNormal; } ID_INLINE float idPlane::Dist( void ) const { return -d; } ID_INLINE void idPlane::SetDist( const float dist ) { d = -dist; } ID_INLINE bool idPlane::FromPoints( const idVec3 &p1, const idVec3 &p2, const idVec3 &p3, bool fixDegenerate ) { Normal() = (p1 - p2).Cross( p3 - p2 ); if ( Normalize( fixDegenerate ) == 0.0f ) { return false; } d = -( Normal() * p2 ); return true; } ID_INLINE bool idPlane::FromVecs( const idVec3 &dir1, const idVec3 &dir2, const idVec3 &p, bool fixDegenerate ) { Normal() = dir1.Cross( dir2 ); if ( Normalize( fixDegenerate ) == 0.0f ) { return false; } d = -( Normal() * p ); return true; } ID_INLINE void idPlane::FitThroughPoint( const idVec3 &p ) { d = -( Normal() * p ); } ID_INLINE idPlane idPlane::Translate( const idVec3 &translation ) const { return idPlane( a, b, c, d - translation * Normal() ); } ID_INLINE idPlane &idPlane::TranslateSelf( const idVec3 &translation ) { d -= translation * Normal(); return *this; } ID_INLINE idPlane idPlane::Rotate( const idVec3 &origin, const idMat3 &axis ) const { idPlane p; p.Normal() = Normal() * axis; p.d = d + origin * Normal() - origin * p.Normal(); return p; } ID_INLINE idPlane &idPlane::RotateSelf( const idVec3 &origin, const idMat3 &axis ) { d += origin * Normal(); Normal() *= axis; d -= origin * Normal(); return *this; } ID_INLINE float idPlane::Distance( const idVec3 &v ) const { return a * v.x + b * v.y + c * v.z + d; } ID_INLINE int idPlane::Side( const idVec3 &v, const float epsilon ) const { float dist = Distance( v ); if ( dist > epsilon ) { return PLANESIDE_FRONT; } else if ( dist < -epsilon ) { return PLANESIDE_BACK; } else { return PLANESIDE_ON; } } ID_INLINE bool idPlane::LineIntersection( const idVec3 &start, const idVec3 &end ) const { float d1, d2, fraction; d1 = Normal() * start + d; d2 = Normal() * end + d; if ( d1 == d2 ) { return false; } if ( d1 > 0.0f && d2 > 0.0f ) { return false; } if ( d1 < 0.0f && d2 < 0.0f ) { return false; } fraction = ( d1 / ( d1 - d2 ) ); return ( fraction >= 0.0f && fraction <= 1.0f ); } ID_INLINE bool idPlane::RayIntersection( const idVec3 &start, const idVec3 &dir, float &scale ) const { float d1, d2; d1 = Normal() * start + d; d2 = Normal() * dir; if ( d2 == 0.0f ) { return false; } scale = -( d1 / d2 ); return true; } ID_INLINE int idPlane::GetDimension( void ) const { return 4; } ID_INLINE const idVec4 &idPlane::ToVec4( void ) const { return *reinterpret_cast(&a); } ID_INLINE idVec4 &idPlane::ToVec4( void ) { return *reinterpret_cast(&a); } ID_INLINE const float *idPlane::ToFloatPtr( void ) const { return reinterpret_cast(&a); } ID_INLINE float *idPlane::ToFloatPtr( void ) { return reinterpret_cast(&a); } #endif /* !__MATH_PLANE_H__ */