mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-18 16:10:58 +00:00
142 lines
3.5 KiB
C#
142 lines
3.5 KiB
C#
|
|
#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
|
|
|
|
/// <summary></summary>
|
|
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;
|
|
}
|
|
|
|
/// <summary></summary>
|
|
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);
|
|
}
|
|
|
|
/// <summary></summary>
|
|
public Plane(Vector3D p1, Vector3D p2, Vector3D p3)
|
|
{
|
|
this.normal = Vector3D.CrossProduct(p1 - p2, p3 - p2).GetNormal();
|
|
this.offset = -Vector3D.DotProduct(normal, p2);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
/// <summary>
|
|
/// This tests for intersection using a position and direction
|
|
/// </summary>
|
|
public bool GetIntersection(Vector3D position, Vector3D direction, ref float u_ray)
|
|
{
|
|
float a = Vector3D.DotProduct(normal, direction);
|
|
if(a != 0.0f)
|
|
{
|
|
float b = Vector3D.DotProduct(normal, position);
|
|
u_ray = (offset - b) / a;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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
|
|
/// </summary>
|
|
public float Distance(Vector3D p)
|
|
{
|
|
return Vector3D.DotProduct(p, normal) + offset;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This returns a point on the plane closest to the given point
|
|
/// </summary>
|
|
public Vector3D ClosestOnPlane(Vector3D p)
|
|
{
|
|
float d = Vector3D.DotProduct(p, normal) + offset;
|
|
return p - normal * d;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This inverts the plane
|
|
/// </summary>
|
|
public Plane GetInverted()
|
|
{
|
|
return new Plane(-normal, -offset);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|