You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
ryzom-core/code/nel/include/nel/misc/plane.h

174 lines
5.1 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_PLANE_H
#define NL_PLANE_H
#include "stream.h"
#include "vector.h"
namespace NLMISC
{
class CUV;
// ======================================================================================================
/**
* Class CPlane. a 3D Plane.
*
* A vector v is said "front" of a plane p if p*v>0.
*
* A "front segment" or a "front polygon" have all their vertices in front of the plane.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
class CPlane
{
public:
float a,b,c,d;
public:
/// \name Object.
//@{
/// Constructor that does nothing.
CPlane() {}
/// Constructor .
CPlane(float _a, float _b, float _c, float _d) : a(_a), b(_b), c(_c), d(_d) {}
/// Copy Constructor.
CPlane(const CPlane &v) : a(v.a), b(v.b), c(v.c), d(v.d) {}
//@}
/// \name Construction/Get.
//@{
/**
* Make a plane with a normal and a vertex.
* NB: the plane normal is normalized by make().
*/
void make(const CVector &normal, const CVector &pos);
/**
* Make a plane with 3 vertices.
* NB: the plane normal is normalized by make().
*/
void make(const CVector &p0, const CVector &p1, const CVector &p2);
/**
* Return the normal vector of the plane.
* Since the normal of the plane may not be normalized (if setuped without make()), the returned normal
* may NOT be normalized.
*/
CVector getNormal() const;
/**
* Normalize the plane, such that getNormal() return a normalized vector.
*/
void normalize();
/**
* return the normalized version of a plane. \see normalize()
*/
inline CPlane normed() const;
//@}
/// \name Projection / clipping.
//@{
/**
* Return the distance of p from the plane. Hence, the result is >=0.
* Since the plane normal may not be normalized, distance() compute the distance with the normalized normal
* of plane. If you are sure that your plane has a normalized normal, it is much faster to do a \c fabs(p*v).
*/
float distance(const CVector &p) const;
/// Return plane*vector.
inline float operator*(const CVector &p) const;
/// Intersect a line onto a plane. p1 is returned if line // to plane.
CVector intersect(const CVector &p0,const CVector &p1) const;
/// Project a point onto a plane.
CVector project(const CVector &p0) const;
/**
* Clip a segment onto a plane.
* The "back segment" is written in (p1,p2). If segment is entirely "front", (p1,p2) is not modified.
* \return false if segment entirely front, or true.
* \sa clipSegmentFront()
*/
bool clipSegmentBack(CVector &p0, CVector &p1) const;
/**
* Clip a segment onto a plane.
* The "front segment" is written in (p1,p2). If segment is entirely "back", (p1,p2) is not modified.
* \return false if segment entirely back, or true.
* \sa clipSegmentBack()
*/
bool clipSegmentFront(CVector &p0, CVector &p1) const;
/** Clip a polygon by a plane. The "back polygon" is returned.
* Nb: Out must be allocated to nIn+1 (at less).
* \param in the input polygon
* \param out the clipped back polygon
* \param nIn number of vertices of input polygon
* \return number of vertices of out. 0 is returned if In polygon entirely front, or if nIn<=2.
*/
sint clipPolygonBack(CVector in[], CVector out[], sint nIn) const;
// Clip a polygon with uvs by a plane
sint clipPolygonBack(const CVector in[], const CUV inUV[], CVector out[], CUV outUV[], sint nIn) const;
/** Clip a polygon by a plane. The "front polygon" is returned.
* Nb: Out must be allocated to nIn+1 (at less).
* \param in the input polygon
* \param out the clipped front polygon
* \param nIn number of vertices of input polygon
* \return number of vertices of out. 0 is returned if In polygon entirely back, or if nIn<=2.
*/
sint clipPolygonFront(CVector in[], CVector out[], sint nIn) const;
//@}
/// \name normal inversion
//@{
/// get the inverted version of this plane (same position, but inverted normal)
CPlane inverted() const;
/// invert this plane (same position, but inverted normal)
void invert();
//@}
/// \name Misc
//@{
void serial(IStream &f)
{
f.serial(a,b,c,d);
}
// Strict equality comparator
bool operator==(const CPlane &o) const
{
return a==o.a && b==o.b && c==o.c && d==o.d;
}
//@}
};
}
#include "plane_inline.h"
#endif // NL_PLANE_H
/* End of plane.h */