// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved. #include "Plane.h" #include "Matrix.h" #include "Vector3.h" #include "Vector4.h" #include "Quaternion.h" #include "../Types/String.h" const float Plane::DistanceEpsilon = 0.0001f; const float Plane::NormalEpsilon = 1.0f / 65535.0f; Plane::Plane(const Vector3& point1, const Vector3& point2, const Vector3& point3) { Vector3 cross; const Vector3 t1 = point2 - point1; const Vector3 t2 = point3 - point1; Vector3::Cross(t1, t2, cross); const float invPyth = cross.InvLength(); Normal = cross * invPyth; D = -(Normal.X * point1.X + Normal.Y * point1.Y + Normal.Z * point1.Z); } String Plane::ToString() const { return String::Format(TEXT("{}"), *this); } void Plane::Normalize() { const float length = Normal.Length(); if (!Math::IsZero(length)) { const float rcp = 1.0f / length; Normal *= rcp; D *= rcp; } } void Plane::Constlection(Matrix& result) const { const float x = Normal.X; const float y = Normal.Y; const float z = Normal.Z; const float x2 = -2.0f * x; const float y2 = -2.0f * y; const float z2 = -2.0f * z; result.M11 = x2 * x + 1.0f; result.M12 = y2 * x; result.M13 = z2 * x; result.M14 = 0.0f; result.M21 = x2 * y; result.M22 = y2 * y + 1.0f; result.M23 = z2 * y; result.M24 = 0.0f; result.M31 = x2 * z; result.M32 = y2 * z; result.M33 = z2 * z + 1.0f; result.M34 = 0.0f; result.M41 = x2 * D; result.M42 = y2 * D; result.M43 = z2 * D; result.M44 = 1.0f; } void Plane::Shadow(const Vector4& light, Matrix& result) const { const float dot = Normal.X * light.X + Normal.Y * light.Y + Normal.Z * light.Z + D * light.W; const float x = -Normal.X; const float y = -Normal.Y; const float z = -Normal.Z; const float d = -D; result.M11 = x * light.X + dot; result.M21 = y * light.X; result.M31 = z * light.X; result.M41 = d * light.X; result.M12 = x * light.Y; result.M22 = y * light.Y + dot; result.M32 = z * light.Y; result.M42 = d * light.Y; result.M13 = x * light.Z; result.M23 = y * light.Z; result.M33 = z * light.Z + dot; result.M43 = d * light.Z; result.M14 = x * light.W; result.M24 = y * light.W; result.M34 = z * light.W; result.M44 = d * light.W + dot; } void Plane::Multiply(const Plane& value, float scale, Plane& result) { result.Normal.X = value.Normal.X * scale; result.Normal.Y = value.Normal.Y * scale; result.Normal.Z = value.Normal.Z * scale; result.D = value.D * scale; } Plane Plane::Multiply(const Plane& value, float scale) { return Plane(value.Normal.X * scale, value.Normal.Y * scale, value.Normal.Z * scale, value.D * scale); } void Plane::Dot(const Plane& left, const Vector4& right, float& result) { result = left.Normal.X * right.X + left.Normal.Y * right.Y + left.Normal.Z * right.Z + left.D * right.W; } float Plane::Dot(const Plane& left, const Vector4& right) { return left.Normal.X * right.X + left.Normal.Y * right.Y + left.Normal.Z * right.Z + left.D * right.W; } void Plane::DotCoordinate(const Plane& left, const Vector3& right, float& result) { result = left.Normal.X * right.X + left.Normal.Y * right.Y + left.Normal.Z * right.Z + left.D; } float Plane::DotCoordinate(const Plane& left, const Vector3& right) { return left.Normal.X * right.X + left.Normal.Y * right.Y + left.Normal.Z * right.Z + left.D; } void Plane::DotNormal(const Plane& left, const Vector3& right, float& result) { result = left.Normal.X * right.X + left.Normal.Y * right.Y + left.Normal.Z * right.Z; } float Plane::DotNormal(const Plane& left, const Vector3& right) { return left.Normal.X * right.X + left.Normal.Y * right.Y + left.Normal.Z * right.Z; } void Plane::Normalize(const Plane& plane, Plane& result) { const float magnitude = 1.0f / Math::Sqrt(plane.Normal.X * plane.Normal.X + plane.Normal.Y * plane.Normal.Y + plane.Normal.Z * plane.Normal.Z); result.Normal.X = plane.Normal.X * magnitude; result.Normal.Y = plane.Normal.Y * magnitude; result.Normal.Z = plane.Normal.Z * magnitude; result.D = plane.D * magnitude; } Plane Plane::Normalize(const Plane& plane) { const float magnitude = 1.0f / Math::Sqrt(plane.Normal.X * plane.Normal.X + plane.Normal.Y * plane.Normal.Y + plane.Normal.Z * plane.Normal.Z); return Plane(plane.Normal.X * magnitude, plane.Normal.Y * magnitude, plane.Normal.Z * magnitude, plane.D * magnitude); } void Plane::Transform(const Plane& plane, const Quaternion& rotation, Plane& result) { const float x2 = rotation.X + rotation.X; const float y2 = rotation.Y + rotation.Y; const float z2 = rotation.Z + rotation.Z; const float wx = rotation.W * x2; const float wy = rotation.W * y2; const float wz = rotation.W * z2; const float xx = rotation.X * x2; const float xy = rotation.X * y2; const float xz = rotation.X * z2; const float yy = rotation.Y * y2; const float yz = rotation.Y * z2; const float zz = rotation.Z * z2; const float x = plane.Normal.X; const float y = plane.Normal.Y; const float z = plane.Normal.Z; result.Normal.X = x * (1.0f - yy - zz) + y * (xy - wz) + z * (xz + wy); result.Normal.Y = x * (xy + wz) + y * (1.0f - xx - zz) + z * (yz - wx); result.Normal.Z = x * (xz - wy) + y * (yz + wx) + z * (1.0f - xx - yy); result.D = plane.D; } Plane Plane::Transform(const Plane& plane, const Quaternion& rotation) { Plane result; const float x2 = rotation.X + rotation.X; const float y2 = rotation.Y + rotation.Y; const float z2 = rotation.Z + rotation.Z; const float wx = rotation.W * x2; const float wy = rotation.W * y2; const float wz = rotation.W * z2; const float xx = rotation.X * x2; const float xy = rotation.X * y2; const float xz = rotation.X * z2; const float yy = rotation.Y * y2; const float yz = rotation.Y * z2; const float zz = rotation.Z * z2; const float x = plane.Normal.X; const float y = plane.Normal.Y; const float z = plane.Normal.Z; result.Normal.X = x * (1.0f - yy - zz) + y * (xy - wz) + z * (xz + wy); result.Normal.Y = x * (xy + wz) + y * (1.0f - xx - zz) + z * (yz - wx); result.Normal.Z = x * (xz - wy) + y * (yz + wx) + z * (1.0f - xx - yy); result.D = plane.D; return result; } void Plane::Transform(Plane planes[], int32 planesCount, const Quaternion& rotation) { ASSERT(planes && planesCount > 0); const float x2 = rotation.X + rotation.X; const float y2 = rotation.Y + rotation.Y; const float z2 = rotation.Z + rotation.Z; const float wx = rotation.W * x2; const float wy = rotation.W * y2; const float wz = rotation.W * z2; const float xx = rotation.X * x2; const float xy = rotation.X * y2; const float xz = rotation.X * z2; const float yy = rotation.Y * y2; const float yz = rotation.Y * z2; const float zz = rotation.Z * z2; for (int32 i = 0; i < planesCount; i++) { const float x = planes[i].Normal.X; const float y = planes[i].Normal.Y; const float z = planes[i].Normal.Z; planes[i].Normal.X = x * (1.0f - yy - zz) + y * (xy - wz) + z * (xz + wy); planes[i].Normal.Y = x * (xy + wz) + y * (1.0f - xx - zz) + z * (yz - wx); planes[i].Normal.Z = x * (xz - wy) + y * (yz + wx) + z * (1.0f - xx - yy); } } void Plane::Transform(const Plane& plane, const Matrix& transformation, Plane& result) { const float x = plane.Normal.X; const float y = plane.Normal.Y; const float z = plane.Normal.Z; const float d = plane.D; Matrix inverse; Matrix::Invert(transformation, inverse); result.Normal.X = x * inverse.M11 + y * inverse.M12 + z * inverse.M13 + d * inverse.M14; result.Normal.Y = x * inverse.M21 + y * inverse.M22 + z * inverse.M23 + d * inverse.M24; result.Normal.Z = x * inverse.M31 + y * inverse.M32 + z * inverse.M33 + d * inverse.M34; result.D = x * inverse.M41 + y * inverse.M42 + z * inverse.M43 + d * inverse.M44; } Plane Plane::Transform(Plane& plane, Matrix& transformation) { Plane result; const float x = plane.Normal.X; const float y = plane.Normal.Y; const float z = plane.Normal.Z; const float d = plane.D; transformation.Invert(); result.Normal.X = x * transformation.M11 + y * transformation.M12 + z * transformation.M13 + d * transformation.M14; result.Normal.Y = x * transformation.M21 + y * transformation.M22 + z * transformation.M23 + d * transformation.M24; result.Normal.Z = x * transformation.M31 + y * transformation.M32 + z * transformation.M33 + d * transformation.M34; result.D = x * transformation.M41 + y * transformation.M42 + z * transformation.M43 + d * transformation.M44; return result; }