136 lines
4.7 KiB
C++
136 lines
4.7 KiB
C++
/*
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Copyright (C) 2001-2006, William Joseph.
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All Rights Reserved.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#if !defined( INCLUDED_MATH_PLANE_H )
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#define INCLUDED_MATH_PLANE_H
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/// \file
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/// \brief Plane data types and related operations.
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#include "math/matrix.h"
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/// \brief A plane equation stored in double-precision floating-point.
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class Plane3
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{
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public:
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double a, b, c, d;
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Plane3(){
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}
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Plane3( double _a, double _b, double _c, double _d )
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: a( _a ), b( _b ), c( _c ), d( _d ){
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}
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template<typename Element>
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Plane3( const BasicVector3<Element>& normal, double dist )
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: a( normal.x() ), b( normal.y() ), c( normal.z() ), d( dist ){
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}
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BasicVector3<double>& normal(){
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return reinterpret_cast<BasicVector3<double>&>( *this );
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}
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const BasicVector3<double>& normal() const {
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return reinterpret_cast<const BasicVector3<double>&>( *this );
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}
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double& dist(){
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return d;
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}
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const double& dist() const {
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return d;
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}
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};
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inline Plane3 plane3_normalised( const Plane3& plane ){
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double rmagnitude = 1.0 / sqrt( plane.a * plane.a + plane.b * plane.b + plane.c * plane.c );
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return Plane3(
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plane.a * rmagnitude,
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plane.b * rmagnitude,
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plane.c * rmagnitude,
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plane.d * rmagnitude
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);
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}
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inline Plane3 plane3_translated( const Plane3& plane, const Vector3& translation ){
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Plane3 transformed;
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transformed.a = plane.a;
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transformed.b = plane.b;
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transformed.c = plane.c;
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transformed.d = -( ( -plane.d * transformed.a + translation.x() ) * transformed.a +
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( -plane.d * transformed.b + translation.y() ) * transformed.b +
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( -plane.d * transformed.c + translation.z() ) * transformed.c );
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return transformed;
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}
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inline Plane3 plane3_transformed( const Plane3& plane, const Matrix4& transform ){
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Plane3 transformed;
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transformed.a = transform[0] * plane.a + transform[4] * plane.b + transform[8] * plane.c;
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transformed.b = transform[1] * plane.a + transform[5] * plane.b + transform[9] * plane.c;
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transformed.c = transform[2] * plane.a + transform[6] * plane.b + transform[10] * plane.c;
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transformed.d = -( ( -plane.d * transformed.a + transform[12] ) * transformed.a +
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( -plane.d * transformed.b + transform[13] ) * transformed.b +
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( -plane.d * transformed.c + transform[14] ) * transformed.c );
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return transformed;
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}
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inline Plane3 plane3_inverse_transformed( const Plane3& plane, const Matrix4& transform ){
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return Plane3
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(
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transform[ 0] * plane.a + transform[ 1] * plane.b + transform[ 2] * plane.c + transform[ 3] * plane.d,
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transform[ 4] * plane.a + transform[ 5] * plane.b + transform[ 6] * plane.c + transform[ 7] * plane.d,
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transform[ 8] * plane.a + transform[ 9] * plane.b + transform[10] * plane.c + transform[11] * plane.d,
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transform[12] * plane.a + transform[13] * plane.b + transform[14] * plane.c + transform[15] * plane.d
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);
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}
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inline Plane3 plane3_flipped( const Plane3& plane ){
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return Plane3( vector3_negated( plane.normal() ), -plane.dist() );
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}
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const double c_PLANE_NORMAL_EPSILON = 0.0001f;
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const double c_PLANE_DIST_EPSILON = 0.02;
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inline bool plane3_equal( const Plane3& self, const Plane3& other ){
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return vector3_equal_epsilon( self.normal(), other.normal(), c_PLANE_NORMAL_EPSILON )
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&& float_equal_epsilon( self.dist(), other.dist(), c_PLANE_DIST_EPSILON );
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}
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inline bool plane3_opposing( const Plane3& self, const Plane3& other ){
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return plane3_equal( self, plane3_flipped( other ) );
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}
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inline bool plane3_valid( const Plane3& self ){
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return float_equal_epsilon( vector3_dot( self.normal(), self.normal() ), 1.0, 0.01 );
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}
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template<typename Element>
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inline Plane3 plane3_for_points( const BasicVector3<Element>& p0, const BasicVector3<Element>& p1, const BasicVector3<Element>& p2 ){
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Plane3 self;
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self.normal() = vector3_normalised( vector3_cross( vector3_subtracted( p1, p0 ), vector3_subtracted( p2, p0 ) ) );
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self.dist() = vector3_dot( p0, self.normal() );
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return self;
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}
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template<typename Element>
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inline Plane3 plane3_for_points( const BasicVector3<Element> planepts[3] ){
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return plane3_for_points( planepts[2], planepts[1], planepts[0] );
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}
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#endif
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