mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
13aabd4257
Currently this will work as intended only if the selection ends up either completely inside a single sector or completely outside of any sector. Also this logic won't be applied if the selection contains the lines with only start or end vertex selected. Internal: some TextLabel refactoring.
206 lines
5.7 KiB
C#
206 lines
5.7 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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#endregion
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namespace CodeImp.DoomBuilder.Geometry
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{
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public struct Plane
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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//
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// Plane definition:
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// A * x + B * y + C * z + D = 0
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//
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// A, B, C is the normal
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// D is the offset along the normal (negative)
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//
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private Vector3D normal;
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private float offset;
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#endregion
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#region ================== Properties
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public Vector3D Normal { get { return normal; } }
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public float Offset { get { return offset; } set { offset = value; } }
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public float a { get { return normal.x; } }
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public float b { get { return normal.y; } }
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public float c { get { return normal.z; } }
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public float d { get { return offset; } set { offset = value; } }
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#endregion
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#region ================== Constructors
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/// <summary></summary>
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public Plane(Vector3D normal, float offset)
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{
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#if DEBUG
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if(!normal.IsNormalized())
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throw new NotSupportedException("Attempt to create a plane with a vector that is not normalized!"); // General.Fail("Attempt to create a plane with a vector that is not normalized!");
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#endif
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this.normal = normal;
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this.offset = offset;
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}
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/// <summary></summary>
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public Plane(Vector3D normal, Vector3D position)
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{
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#if DEBUG
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if(!normal.IsNormalized())
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throw new NotSupportedException("Attempt to create a plane with a vector that is not normalized!"); //General.Fail("Attempt to create a plane with a vector that is not normalized!");
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#endif
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this.normal = normal;
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this.offset = -Vector3D.DotProduct(normal, position);
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}
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/// <summary></summary>
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public Plane(Vector3D p1, Vector3D p2, Vector3D p3, bool up)
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{
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this.normal = Vector3D.CrossProduct(p2 - p1, p3 - p1).GetNormal();
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if((up && (this.normal.z < 0.0f)) || (!up && (this.normal.z > 0.0f)))
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this.normal = -this.normal;
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this.offset = -Vector3D.DotProduct(normal, p3);
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}
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/// <summary></summary>
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public Plane(Vector3D center, float anglexy, float anglez, bool up) //mxd
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{
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Vector2D point = new Vector2D(center.x + (float)Math.Cos(anglexy) * (float)Math.Sin(anglez), center.y + (float)Math.Sin(anglexy) * (float)Math.Sin(anglez));
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Vector2D perpendicular = new Line2D(center, point).GetPerpendicular();
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Vector3D p2 = new Vector3D(point.x + perpendicular.x, point.y + perpendicular.y, center.z + (float)Math.Cos(anglez));
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Vector3D p3 = new Vector3D(point.x - perpendicular.x, point.y - perpendicular.y, center.z + (float)Math.Cos(anglez));
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this.normal = Vector3D.CrossProduct(p2 - center, p3 - center).GetNormal();
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if((up && (this.normal.z < 0.0f)) || (!up && (this.normal.z > 0.0f)))
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this.normal = -this.normal;
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this.offset = -Vector3D.DotProduct(normal, p3);
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}
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#endregion
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#region ================== Methods
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/// <summary>
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/// This tests for intersection with a line.
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/// See http://local.wasp.uwa.edu.au/~pbourke/geometry/planeline/
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/// </summary>
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public bool GetIntersection(Vector3D from, Vector3D to, ref float u_ray)
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{
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float w = Vector3D.DotProduct(normal, from - to);
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if(w != 0.0f)
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{
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float v = Vector3D.DotProduct(normal, from);
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u_ray = (offset + v) / w;
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return true;
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}
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else
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{
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return false;
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}
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}
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/// <summary>
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/// This returns the smallest distance to the plane and the side on which the point lies.
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/// Greater than 0 means the point lies on the front of the plane
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/// Less than 0 means the point lies behind the plane
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/// See http://mathworld.wolfram.com/Point-PlaneDistance.html
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/// </summary>
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public float Distance(Vector3D p)
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{
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return Vector3D.DotProduct(normal, p) + offset;
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}
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/// <summary>
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/// This returns a point on the plane closest to the given point
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/// </summary>
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public Vector3D ClosestOnPlane(Vector3D p)
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{
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return p - normal * this.Distance(p);
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}
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/// <summary>
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/// This returns Z on the plane at X, Y
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/// </summary>
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public float GetZ(Vector2D pos)
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{
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return (-offset - Vector2D.DotProduct(normal, pos)) / normal.z;
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}
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/// <summary>
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/// This returns Z on the plane at X, Y
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/// </summary>
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public float GetZ(float x, float y)
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{
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return (-offset - (normal.x * x + normal.y * y)) / normal.z;
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}
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/// <summary>
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/// This inverts the plane
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/// </summary>
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public Plane GetInverted()
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{
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return new Plane(-normal, -offset);
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}
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//mxd. Addeed to make compiler a bit more happy...
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public override int GetHashCode()
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{
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return base.GetHashCode();
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}
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//mxd. Addeed to make compiler a bit more happy...
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public override bool Equals(object obj)
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{
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if(!(obj is Plane)) return false;
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Plane other = (Plane)obj;
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return (normal != other.normal) || (offset != other.offset);
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}
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#endregion
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#region ================== Statics (mxd)
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// This compares a vector
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public static bool operator ==(Plane a, Plane b)
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{
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return (a.normal == b.normal) && (a.offset == b.offset);
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}
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// This compares a vector
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public static bool operator !=(Plane a, Plane b)
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{
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return (a.normal != b.normal) || (a.offset != b.offset);
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}
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#endregion
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}
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}
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