bluecore/ode/OPCODE/Ice/IcePlane.h

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2008-01-16 11:45:17 +00:00
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Contains code for planes.
* \file IcePlane.h
* \author Pierre Terdiman
* \date April, 4, 2000
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Include Guard
#ifndef __ICEPLANE_H__
#define __ICEPLANE_H__
#define PLANE_EPSILON (1.0e-7f)
class ICEMATHS_API Plane
{
public:
//! Constructor
inline_ Plane() { }
//! Constructor from a normal and a distance
inline_ Plane(float nx, float ny, float nz, float d) { Set(nx, ny, nz, d); }
//! Constructor from a point on the plane and a normal
inline_ Plane(const Point& p, const Point& n) { Set(p, n); }
//! Constructor from three points
inline_ Plane(const Point& p0, const Point& p1, const Point& p2) { Set(p0, p1, p2); }
//! Constructor from a normal and a distance
inline_ Plane(const Point& _n, float _d) { n = _n; d = _d; }
//! Copy constructor
inline_ Plane(const Plane& plane) : n(plane.n), d(plane.d) { }
//! Destructor
inline_ ~Plane() { }
inline_ Plane& Zero() { n.Zero(); d = 0.0f; return *this; }
inline_ Plane& Set(float nx, float ny, float nz, float _d) { n.Set(nx, ny, nz); d = _d; return *this; }
inline_ Plane& Set(const Point& p, const Point& _n) { n = _n; d = - p | _n; return *this; }
Plane& Set(const Point& p0, const Point& p1, const Point& p2);
inline_ float Distance(const Point& p) const { return (p | n) + d; }
inline_ bool Belongs(const Point& p) const { return fabsf(Distance(p)) < PLANE_EPSILON; }
inline_ void Normalize()
{
float Denom = 1.0f / n.Magnitude();
n.x *= Denom;
n.y *= Denom;
n.z *= Denom;
d *= Denom;
}
public:
// Members
Point n; //!< The normal to the plane
float d; //!< The distance from the origin
// Cast operators
inline_ operator Point() const { return n; }
inline_ operator HPoint() const { return HPoint(n, d); }
// Arithmetic operators
inline_ Plane operator*(const Matrix4x4& m) const
{
// Old code from Irion. Kept for reference.
Plane Ret(*this);
return Ret *= m;
}
inline_ Plane& operator*=(const Matrix4x4& m)
{
// Old code from Irion. Kept for reference.
Point n2 = HPoint(n, 0.0f) * m;
d = -((Point) (HPoint( -d*n, 1.0f ) * m) | n2);
n = n2;
return *this;
}
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Transforms a plane by a 4x4 matrix. Same as Plane * Matrix4x4 operator, but faster.
* \param transformed [out] transformed plane
* \param plane [in] source plane
* \param transform [in] transform matrix
* \warning the plane normal must be unit-length
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline_ void TransformPlane(Plane& transformed, const Plane& plane, const Matrix4x4& transform)
{
// Rotate the normal using the rotation part of the 4x4 matrix
transformed.n = plane.n * Matrix3x3(transform);
// Compute new d
transformed.d = plane.d - (Point(transform.GetTrans())|transformed.n);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Transforms a plane by a 4x4 matrix. Same as Plane * Matrix4x4 operator, but faster.
* \param plane [in/out] source plane (transformed on return)
* \param transform [in] transform matrix
* \warning the plane normal must be unit-length
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline_ void TransformPlane(Plane& plane, const Matrix4x4& transform)
{
// Rotate the normal using the rotation part of the 4x4 matrix
plane.n *= Matrix3x3(transform);
// Compute new d
plane.d -= Point(transform.GetTrans())|plane.n;
}
#endif // __ICEPLANE_H__