#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program 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. * */ #endregion #region ================== Namespaces using System; using System.Collections; using System.Collections.Generic; using System.Globalization; using System.Text; #endregion namespace CodeImp.DoomBuilder.Geometry { public struct Plane { #region ================== Constants #endregion #region ================== Variables // // Plane definition: // A * x + B * y + C * z + D = 0 // // A, B, C is the normal // D is the offset along the normal (negative) // private Vector3D normal; private float offset; #endregion #region ================== Properties public Vector3D Normal { get { return normal; } } public float Offset { get { return offset; } set { offset = value; } } public float a { get { return normal.x; } } public float b { get { return normal.y; } } public float c { get { return normal.z; } } public float d { get { return offset; } set { offset = value; } } #endregion #region ================== Constructors /// public Plane(Vector3D normal, float offset) { #if DEBUG if(!normal.IsNormalized()) General.Fail("Attempt to create a plane with a vector that is not normalized!"); #endif this.normal = normal; this.offset = offset; } /// public Plane(Vector3D normal, Vector3D position) { #if DEBUG if(!normal.IsNormalized()) General.Fail("Attempt to create a plane with a vector that is not normalized!"); #endif this.normal = normal; this.offset = -Vector3D.DotProduct(normal, position); } /// public Plane(Vector3D p1, Vector3D p2, Vector3D p3, bool up) { this.normal = Vector3D.CrossProduct(p1 - p2, p3 - p2).GetNormal(); this.offset = -Vector3D.DotProduct(normal, p2); if((up && (this.normal.z < 0.0f)) || (!up && (this.normal.z > 0.0f))) this.normal.z = -this.normal.z; } #endregion #region ================== Methods /// /// This tests for intersection using a position and direction /// public bool GetIntersection(Vector3D from, Vector3D to, ref float u_ray) { float w = Vector3D.DotProduct(normal, from - to); if(w != 0.0f) { float v = Vector3D.DotProduct(normal, from); u_ray = (v + offset) / w; return true; } else { return false; } } /// /// This returns the smallest distance to the plane and the side on which the point lies. /// > 0 means the point lies on the front of the plane /// < 0 means the point lies behind the plane /// public float Distance(Vector3D p) { return Vector3D.DotProduct(p, normal) + offset; } /// /// This returns a point on the plane closest to the given point /// public Vector3D ClosestOnPlane(Vector3D p) { float w = Vector3D.DotProduct(p, normal) + offset; return p - normal * w; } /// /// This returns Z on the plane at X, Y /// public float GetZ(Vector2D pos) { return (offset + normal.x * pos.x + normal.y * pos.y) / normal.z; } /// /// This returns Z on the plane at X, Y /// public float GetZ(float x, float y) { return (offset + normal.x * x + normal.y * y) / normal.z; } /// /// This inverts the plane /// public Plane GetInverted() { return new Plane(-normal, -offset); } #endregion } }