mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 14:12:16 +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#
|
|
#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;
|
|
|
|
#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())
|
|
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!");
|
|
#endif
|
|
this.normal = normal;
|
|
this.offset = offset;
|
|
}
|
|
|
|
/// <summary></summary>
|
|
public Plane(Vector3D normal, Vector3D position)
|
|
{
|
|
#if DEBUG
|
|
if(!normal.IsNormalized())
|
|
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!");
|
|
#endif
|
|
this.normal = normal;
|
|
this.offset = -Vector3D.DotProduct(normal, position);
|
|
}
|
|
|
|
/// <summary></summary>
|
|
public Plane(Vector3D p1, Vector3D p2, Vector3D p3, bool up)
|
|
{
|
|
this.normal = Vector3D.CrossProduct(p2 - p1, p3 - p1).GetNormal();
|
|
|
|
if((up && (this.normal.z < 0.0f)) || (!up && (this.normal.z > 0.0f)))
|
|
this.normal = -this.normal;
|
|
|
|
this.offset = -Vector3D.DotProduct(normal, p3);
|
|
}
|
|
|
|
/// <summary></summary>
|
|
public Plane(Vector3D center, float anglexy, float anglez, bool up) //mxd
|
|
{
|
|
Vector2D point = new Vector2D(center.x + (float)Math.Cos(anglexy) * (float)Math.Sin(anglez), center.y + (float)Math.Sin(anglexy) * (float)Math.Sin(anglez));
|
|
Vector2D perpendicular = new Line2D(center, point).GetPerpendicular();
|
|
|
|
Vector3D p2 = new Vector3D(point.x + perpendicular.x, point.y + perpendicular.y, center.z + (float)Math.Cos(anglez));
|
|
Vector3D p3 = new Vector3D(point.x - perpendicular.x, point.y - perpendicular.y, center.z + (float)Math.Cos(anglez));
|
|
|
|
this.normal = Vector3D.CrossProduct(p2 - center, p3 - center).GetNormal();
|
|
|
|
if((up && (this.normal.z < 0.0f)) || (!up && (this.normal.z > 0.0f)))
|
|
this.normal = -this.normal;
|
|
|
|
this.offset = -Vector3D.DotProduct(normal, p3);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
/// <summary>
|
|
/// This tests for intersection with a line.
|
|
/// See http://local.wasp.uwa.edu.au/~pbourke/geometry/planeline/
|
|
/// </summary>
|
|
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 = (offset + v) / w;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This returns the smallest distance to the plane and the side on which the point lies.
|
|
/// Greater than 0 means the point lies on the front of the plane
|
|
/// Less than 0 means the point lies behind the plane
|
|
/// See http://mathworld.wolfram.com/Point-PlaneDistance.html
|
|
/// </summary>
|
|
public float Distance(Vector3D p)
|
|
{
|
|
return Vector3D.DotProduct(normal, p) + offset;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This returns a point on the plane closest to the given point
|
|
/// </summary>
|
|
public Vector3D ClosestOnPlane(Vector3D p)
|
|
{
|
|
return p - normal * this.Distance(p);
|
|
}
|
|
|
|
/// <summary>
|
|
/// This returns Z on the plane at X, Y
|
|
/// </summary>
|
|
public float GetZ(Vector2D pos)
|
|
{
|
|
return (-offset - Vector2D.DotProduct(normal, pos)) / normal.z;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This returns Z on the plane at X, Y
|
|
/// </summary>
|
|
public float GetZ(float x, float y)
|
|
{
|
|
return (-offset - (normal.x * x + normal.y * y)) / normal.z;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This inverts the plane
|
|
/// </summary>
|
|
public Plane GetInverted()
|
|
{
|
|
return new Plane(-normal, -offset);
|
|
}
|
|
|
|
//mxd. Addeed to make compiler a bit more happy...
|
|
public override int GetHashCode()
|
|
{
|
|
return base.GetHashCode();
|
|
}
|
|
|
|
//mxd. Addeed to make compiler a bit more happy...
|
|
public override bool Equals(object obj)
|
|
{
|
|
if(!(obj is Plane)) return false;
|
|
Plane other = (Plane)obj;
|
|
return (normal != other.normal) || (offset != other.offset);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Statics (mxd)
|
|
|
|
// This compares a vector
|
|
public static bool operator ==(Plane a, Plane b)
|
|
{
|
|
return (a.normal == b.normal) && (a.offset == b.offset);
|
|
}
|
|
|
|
// This compares a vector
|
|
public static bool operator !=(Plane a, Plane b)
|
|
{
|
|
return (a.normal != b.normal) || (a.offset != b.offset);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|