This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Tools/pluglib/plane.h

99 lines
No EOL
3.9 KiB
C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** 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.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/* $Header: /Commando/Code/Tools/pluglib/plane.h 8 4/22/98 6:36p Greg_h $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Voxel Technology *
* *
* File Name : PLANE.H *
* *
* Programmer : Greg Hjelstrom *
* *
* Start Date : 03/17/97 *
* *
* Last Update : March 17, 1997 [GH] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef PLANE_H
#define PLANE_H
#ifndef VECTOR3_H
#include "vector3.h"
#endif
/*
** PlaneClass
**
** 3D-planes. This class needs to be fleshed out but it does what I need for now.
*/
class PlaneClass
{
public:
Vector3 N;
float D;
PlaneClass(void) : N(0.0f,0.0f,1.0f), D(0.0f) { }
PlaneClass(float a,float b,float c,float d) : N(a,b,c),D(d) { }
PlaneClass(const Vector3 & normal,float dist) : N(normal), D(dist) { }
// Create a plane given the normal and a point on the plane
PlaneClass(const Vector3 & normal,const Vector3 & point);
// Create a plane out of three points, ordered according to a right-hand convention.
PlaneClass(const Vector3 & point1, const Vector3 & point2, const Vector3 & point3);
void Set(float a,float b,float c,float d) { N[0] = a; N[1] = b; N[2] = c; D = d; }
};
inline PlaneClass::PlaneClass(const Vector3 & normal,const Vector3 & point)
{
N = normal;
D = Vector3::Dot_Product(normal , point);
}
inline PlaneClass::PlaneClass(const Vector3 & point1, const Vector3 & point2, const Vector3 & point3)
{
N = Vector3::Cross_Product((point2 - point1), (point3 - point1));
if (N != Vector3(0.0f, 0.0f, 0.0f)) {
// Points are not colinear. Normalize N and calculate D.
N.Normalize();
D = N * point1;
} else {
// They are colinear - return default plane (constructors can't fail).
N = Vector3(0.0f, 0.0f, 1.0f);
D = 0.0f;
}
}
inline bool In_Front(const Vector3 & point,const PlaneClass & plane)
{
double dist = point * plane.N;
return (dist > plane.D);
}
#endif /*PLANE_H*/