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- ///////////////////////////////////////////////////////////////////////////
- //
- // Copyright (c) 2002-2012, Industrial Light & Magic, a division of Lucas
- // Digital Ltd. LLC
- //
- // All rights reserved.
- //
- // Redistribution and use in source and binary forms, with or without
- // modification, are permitted provided that the following conditions are
- // met:
- // * Redistributions of source code must retain the above copyright
- // notice, this list of conditions and the following disclaimer.
- // * Redistributions in binary form must reproduce the above
- // copyright notice, this list of conditions and the following disclaimer
- // in the documentation and/or other materials provided with the
- // distribution.
- // * Neither the name of Industrial Light & Magic nor the names of
- // its contributors may be used to endorse or promote products derived
- // from this software without specific prior written permission.
- //
- // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- //
- ///////////////////////////////////////////////////////////////////////////
- #ifndef INCLUDED_IMATHPLANE_H
- #define INCLUDED_IMATHPLANE_H
- //----------------------------------------------------------------------
- //
- // template class Plane3
- //
- // The Imath::Plane3<> class represents a half space, so the
- // normal may point either towards or away from origin. The
- // plane P can be represented by Imath::Plane3 as either p or -p
- // corresponding to the two half-spaces on either side of the
- // plane. Any function which computes a distance will return
- // either negative or positive values for the distance indicating
- // which half-space the point is in. Note that reflection, and
- // intersection functions will operate as expected.
- //
- //----------------------------------------------------------------------
- #include "ImathVec.h"
- #include "ImathLine.h"
- #include "ImathNamespace.h"
- IMATH_INTERNAL_NAMESPACE_HEADER_ENTER
- template <class T>
- class Plane3
- {
- public:
- Vec3<T> normal;
- T distance;
- Plane3() {}
- Plane3(const Vec3<T> &normal, T distance);
- Plane3(const Vec3<T> &point, const Vec3<T> &normal);
- Plane3(const Vec3<T> &point1,
- const Vec3<T> &point2,
- const Vec3<T> &point3);
- //----------------------
- // Various set methods
- //----------------------
- void set(const Vec3<T> &normal,
- T distance);
- void set(const Vec3<T> &point,
- const Vec3<T> &normal);
- void set(const Vec3<T> &point1,
- const Vec3<T> &point2,
- const Vec3<T> &point3 );
- //----------------------
- // Utilities
- //----------------------
- bool intersect(const Line3<T> &line,
- Vec3<T> &intersection) const;
- bool intersectT(const Line3<T> &line,
- T ¶meter) const;
- T distanceTo(const Vec3<T> &) const;
- Vec3<T> reflectPoint(const Vec3<T> &) const;
- Vec3<T> reflectVector(const Vec3<T> &) const;
- };
- //--------------------
- // Convenient typedefs
- //--------------------
- typedef Plane3<float> Plane3f;
- typedef Plane3<double> Plane3d;
- //---------------
- // Implementation
- //---------------
- template <class T>
- inline Plane3<T>::Plane3(const Vec3<T> &p0,
- const Vec3<T> &p1,
- const Vec3<T> &p2)
- {
- set(p0,p1,p2);
- }
- template <class T>
- inline Plane3<T>::Plane3(const Vec3<T> &n, T d)
- {
- set(n, d);
- }
- template <class T>
- inline Plane3<T>::Plane3(const Vec3<T> &p, const Vec3<T> &n)
- {
- set(p, n);
- }
- template <class T>
- inline void Plane3<T>::set(const Vec3<T>& point1,
- const Vec3<T>& point2,
- const Vec3<T>& point3)
- {
- normal = (point2 - point1) % (point3 - point1);
- normal.normalize();
- distance = normal ^ point1;
- }
- template <class T>
- inline void Plane3<T>::set(const Vec3<T>& point, const Vec3<T>& n)
- {
- normal = n;
- normal.normalize();
- distance = normal ^ point;
- }
- template <class T>
- inline void Plane3<T>::set(const Vec3<T>& n, T d)
- {
- normal = n;
- normal.normalize();
- distance = d;
- }
- template <class T>
- inline T Plane3<T>::distanceTo(const Vec3<T> &point) const
- {
- return (point ^ normal) - distance;
- }
- template <class T>
- inline Vec3<T> Plane3<T>::reflectPoint(const Vec3<T> &point) const
- {
- return normal * distanceTo(point) * -2.0 + point;
- }
- template <class T>
- inline Vec3<T> Plane3<T>::reflectVector(const Vec3<T> &v) const
- {
- return normal * (normal ^ v) * 2.0 - v;
- }
- template <class T>
- inline bool Plane3<T>::intersect(const Line3<T>& line, Vec3<T>& point) const
- {
- T d = normal ^ line.dir;
- if ( d == 0.0 ) return false;
- T t = - ((normal ^ line.pos) - distance) / d;
- point = line(t);
- return true;
- }
- template <class T>
- inline bool Plane3<T>::intersectT(const Line3<T>& line, T &t) const
- {
- T d = normal ^ line.dir;
- if ( d == 0.0 ) return false;
- t = - ((normal ^ line.pos) - distance) / d;
- return true;
- }
- template<class T>
- std::ostream &operator<< (std::ostream &o, const Plane3<T> &plane)
- {
- return o << "(" << plane.normal << ", " << plane.distance
- << ")";
- }
- template<class T>
- Plane3<T> operator* (const Plane3<T> &plane, const Matrix44<T> &M)
- {
- // T
- // -1
- // Could also compute M but that would suck.
- //
- Vec3<T> dir1 = Vec3<T> (1, 0, 0) % plane.normal;
- T dir1Len = dir1 ^ dir1;
- Vec3<T> tmp = Vec3<T> (0, 1, 0) % plane.normal;
- T tmpLen = tmp ^ tmp;
- if (tmpLen > dir1Len)
- {
- dir1 = tmp;
- dir1Len = tmpLen;
- }
- tmp = Vec3<T> (0, 0, 1) % plane.normal;
- tmpLen = tmp ^ tmp;
- if (tmpLen > dir1Len)
- {
- dir1 = tmp;
- }
- Vec3<T> dir2 = dir1 % plane.normal;
- Vec3<T> point = plane.distance * plane.normal;
- return Plane3<T> ( point * M,
- (point + dir2) * M,
- (point + dir1) * M );
- }
- template<class T>
- Plane3<T> operator- (const Plane3<T> &plane)
- {
- return Plane3<T>(-plane.normal,-plane.distance);
- }
- IMATH_INTERNAL_NAMESPACE_HEADER_EXIT
- #endif // INCLUDED_IMATHPLANE_H
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