1 /* Copyright (C) 2009 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
19 * A Plane in R3 and several utility methods.
22 // Note that the format used for the plane equation is
23 // Ax + By + Cz + D = 0, where <A,B,C> is the normal vector.
25 #ifndef INCLUDED_PLANE
26 #define INCLUDED_PLANE
42 CPlane(const CVector4D
& coeffs
) : m_Norm(coeffs
.X
, coeffs
.Y
, coeffs
.Z
), m_Dist(coeffs
.W
) { }
44 //sets the plane equation from 3 points on that plane
45 void Set(const CVector3D
& p1
, const CVector3D
& p2
, const CVector3D
& p3
);
47 //sets the plane equation from a normal and a point on
49 void Set(const CVector3D
& norm
, const CVector3D
& point
);
51 //normalizes the plane equation
54 //returns the side of the plane on which this point lies
55 PLANESIDE
ClassifyPoint(const CVector3D
& point
) const;
56 //returns true if this point is on the back side
57 inline bool IsPointOnBackSide(const CVector3D
& point
) const;
59 //solves the plane equation for a particular point
60 inline float DistanceToPlane(const CVector3D
& point
) const;
62 //calculates the intersection point of a line with this
63 //plane. Returns false if there is no intersection
64 bool FindLineSegIntersection(const CVector3D
& start
, const CVector3D
& end
, CVector3D
* intsect
) const;
65 bool FindRayIntersection(const CVector3D
& start
, const CVector3D
& direction
, CVector3D
* intsect
) const;
68 CVector3D m_Norm
; //normal vector of the plane
69 float m_Dist
; //Plane distance (ie D in the plane eq.)
70 static const float m_EPS
;
73 float CPlane::DistanceToPlane(const CVector3D
& point
) const
75 return m_Norm
.X
* point
.X
+ m_Norm
.Y
* point
.Y
+ m_Norm
.Z
* point
.Z
+ m_Dist
;
78 bool CPlane::IsPointOnBackSide(const CVector3D
& point
) const
80 return DistanceToPlane(point
) < -m_EPS
;