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CnC_Renegade/Code/WWMath/plane.h

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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/wwmath/plane.h 16 5/05/01 5:48p Jani_p $ */
/***********************************************************************************************
*** 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: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef PLANE_H
#define PLANE_H
#include "always.h"
#include "vector3.h"
#include "sphere.h"
/*
** PlaneClass
**
** 3D-planes. This class uses the Normal+Distance description of a plane.
** The relationship for all points (p) on the plane is given by:
**
** N.X * p.X + N.Y * p.Y + N.Z * p.Z = D
**
** BEWARE, if you are used to the Ax + By + Cz + D = 0 description, the
** sign of the D value is inverted.
*/
class PlaneClass
{
public:
enum { FRONT = 0, BACK, ON };
Vector3 N; // Normal of the plane
float D; // Distance along the normal from the origin
PlaneClass(void) : N(0.0f,0.0f,1.0f), D(0.0f) { }
/*
** Plane initialization:
** a,b,c,d - explicitly set the four coefficients (note the sign of d!)
** normal,dist - explicitly set the normal and distance
** normal,point - compute plane with normal, containing point
** p1,p2,p3 - compute plane containing three points
*/
PlaneClass(float nx,float ny,float nz,float dist);
PlaneClass(const Vector3 & normal,float dist);
PlaneClass(const Vector3 & normal,const Vector3 & point);
PlaneClass(const Vector3 & point1,const Vector3 & point2,const Vector3 & point3);
inline void Set(float a,float b,float c,float d);
inline void Set(const Vector3 & normal,float dist);
inline void Set(const Vector3 & normal,const Vector3 & point);
inline void Set(const Vector3 & point1,const Vector3 & point2,const Vector3 & point3);
bool Compute_Intersection(const Vector3 & p0,const Vector3 & p1,float * set_t) const;
bool In_Front(const Vector3 & point) const;
bool In_Front(const SphereClass & sphere) const;
bool In_Front_Or_Intersecting(const SphereClass & sphere) const;
static void Intersect_Planes(const PlaneClass & a, const PlaneClass & b, Vector3 *line_dir, Vector3 *line_point);
};
inline PlaneClass::PlaneClass(float nx,float ny,float nz,float dist)
{
Set(nx,ny,nz,dist);
}
inline PlaneClass::PlaneClass(const Vector3 & normal,float dist)
{
Set(normal,dist);
}
inline PlaneClass::PlaneClass(const Vector3 & normal,const Vector3 & point)
{
Set(normal,point);
}
inline PlaneClass::PlaneClass(const Vector3 & point1, const Vector3 & point2, const Vector3 & point3)
{
Set(point1,point2,point3);
}
inline void PlaneClass::Set(float a,float b,float c,float d)
{
N.X = a;
N.Y = b;
N.Z = c;
D = d;
}
inline void PlaneClass::Set(const Vector3 & normal,float dist)
{
N = normal;
D = dist;
}
inline void PlaneClass::Set(const Vector3 & normal,const Vector3 & point)
{
N = normal;
D = Vector3::Dot_Product(normal , point);
}
inline void PlaneClass::Set(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 PlaneClass::Compute_Intersection(const Vector3 & p0,const Vector3 & p1,float * set_t) const
{
float num,den;
den = Vector3::Dot_Product(N,p1-p0);
/*
** If the denominator is zero, the ray is parallel to the plane
*/
if (den == 0.0f) {
return false;
}
num = -(Vector3::Dot_Product(N,p0) - D);
*set_t = num/den;
/*
** If t is not between 0 and 1, the line containing the segment intersects
** the plane but the segment does not
*/
if ((*set_t < 0.0f) || (*set_t > 1.0f)) {
return false;
}
return true;
}
inline bool PlaneClass::In_Front(const Vector3 & point) const
{
float dist = Vector3::Dot_Product(point,N);
return (dist > D);
}
// This function returns true if the sphere is in front of the plane.
inline bool PlaneClass::In_Front(const SphereClass & sphere) const
{
float dist = Vector3::Dot_Product(sphere.Center,N);
return ((dist - D) >= sphere.Radius);
}
// This function will return 1 if any part of the sphere is in front of the plane.
// (i.e. if the sphere is entirely in front of the plane or if it intersects the plane).
inline bool PlaneClass::In_Front_Or_Intersecting(const SphereClass & sphere) const
{
float dist = Vector3::Dot_Product(sphere.Center , N);
return ((D - dist) < sphere.Radius);
}
inline void PlaneClass::Intersect_Planes(const PlaneClass & a, const PlaneClass & b, Vector3 *line_dir, Vector3 *line_point)
{
// Method used is from "plane-to-plane intersection", Graphics Gems III, pp. 233-235.
// Find line of intersection. First find direction vector of line:
Vector3::Cross_Product(a.N, b.N, line_dir);
// Now find point on line. How we do it depends on what the largest coordinate of the
// direction vector is.
Vector3 abs_dir = *line_dir;
abs_dir.Update_Max(-abs_dir);
if (abs_dir.X > abs_dir.Y) {
if (abs_dir.X > abs_dir.Z) {
// X largest
float ool = 1.0f / line_dir->X;
line_point->Y = (b.N.Z * a.D - a.N.Z * b.D) * ool;
line_point->Z = (a.N.Y * b.D - b.N.Y * a.D) * ool;
line_point->X = 0.0f;
} else {
// Z largest
float ool = 1.0f / line_dir->Z;
line_point->X = (b.N.Y * a.D - a.N.Y * b.D) * ool;
line_point->Y = (a.N.X * b.D - b.N.X * a.D) * ool;
line_point->Z = 0.0f;
}
} else {
if (abs_dir.Y > abs_dir.Z) {
// Y largest
float ool = 1.0f / line_dir->Y;
line_point->Z = (b.N.X * a.D - a.N.X * b.D) * ool;
line_point->X = (a.N.Z * b.D - b.N.Z * a.D) * ool;
line_point->Y = 0.0f;
} else {
// Z largest
float ool = 1.0f / line_dir->Z;
line_point->X = (b.N.Y * a.D - a.N.Y * b.D) * ool;
line_point->Y = (a.N.X * b.D - b.N.X * a.D) * ool;
line_point->Z = 0.0f;
}
}
// Normalize direction vector (we do it here because we needed the non-normalized version to
// find the point).
line_dir->Normalize();
}
#endif /*PLANE_H*/