// 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 Real Plane::DistanceEpsilon = 0.0001f; const Real 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 Real 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 Real length = Normal.Length(); if (!Math::IsZero(length)) { const Real rcp = 1.0f / length; Normal *= rcp; D *= rcp; } } Vector3 Plane::Intersection(const Plane& inPlane1, const Plane& inPlane2, const Plane& inPlane3) { // intersection point with 3 planes // { // x = -( c2*b1*d3-c2*b3*d1+b3*c1*d2+c3*b2*d1-b1*c3*d2-c1*b2*d3)/ // (-c2*b3*a1+c3*b2*a1-b1*c3*a2-c1*b2*a3+b3*c1*a2+c2*b1*a3), // y = ( c3*a2*d1-c3*a1*d2-c2*a3*d1+d2*c1*a3-a2*c1*d3+c2*d3*a1)/ // (-c2*b3*a1+c3*b2*a1-b1*c3*a2-c1*b2*a3+b3*c1*a2+c2*b1*a3), // z = -(-a2*b1*d3+a2*b3*d1-a3*b2*d1+d3*b2*a1-d2*b3*a1+d2*b1*a3)/ // (-c2*b3*a1+c3*b2*a1-b1*c3*a2-c1*b2*a3+b3*c1*a2+c2*b1*a3) // } // TODO: convet into cros products, dot products etc. ??? const Real bc1 = inPlane1.Normal.Y * inPlane3.Normal.Z - inPlane3.Normal.Y * inPlane1.Normal.Z; const Real bc2 = inPlane2.Normal.Y * inPlane1.Normal.Z - inPlane1.Normal.Y * inPlane2.Normal.Z; const Real bc3 = inPlane3.Normal.Y * inPlane2.Normal.Z - inPlane2.Normal.Y * inPlane3.Normal.Z; const Real ad1 = inPlane1.Normal.X * inPlane3.D - inPlane3.Normal.X * inPlane1.D; const Real ad2 = inPlane2.Normal.X * inPlane1.D - inPlane1.Normal.X * inPlane2.D; const Real ad3 = inPlane3.Normal.X * inPlane2.D - inPlane2.Normal.X * inPlane3.D; const Real x = -(inPlane1.D * bc3 + inPlane2.D * bc1 + inPlane3.D * bc2); const Real y = -(inPlane1.Normal.Z * ad3 + inPlane2.Normal.Z * ad1 + inPlane3.Normal.Z * ad2); const Real z = +(inPlane1.Normal.Y * ad3 + inPlane2.Normal.Y * ad1 + inPlane3.Normal.Y * ad2); const Real w = -(inPlane1.Normal.X * bc3 + inPlane2.Normal.X * bc1 + inPlane3.Normal.X * bc2); // better to have detectable invalid values than to have reaaaaaaally big values if (w > -NormalEpsilon && w < NormalEpsilon) { return Vector3(NAN); } return Vector3(x / w, y / w, z / w); } void Plane::Multiply(const Plane& value, Real 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, Real scale) { return Plane(value.Normal * scale, value.D * scale); } void Plane::Dot(const Plane& left, const Vector4& right, Real& result) { result = left.Normal.X * right.X + left.Normal.Y * right.Y + left.Normal.Z * right.Z + left.D * right.W; } Real 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, Real& result) { result = left.Normal.X * right.X + left.Normal.Y * right.Y + left.Normal.Z * right.Z + left.D; } Real 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, Real& result) { result = left.Normal.X * right.X + left.Normal.Y * right.Y + left.Normal.Z * right.Z; } Real 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 Real 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 Real 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 * magnitude, plane.D * magnitude); } void Plane::Transform(const Plane& plane, const Quaternion& rotation, Plane& result) { const Real x2 = rotation.X + rotation.X; const Real y2 = rotation.Y + rotation.Y; const Real z2 = rotation.Z + rotation.Z; const Real wx = rotation.W * x2; const Real wy = rotation.W * y2; const Real wz = rotation.W * z2; const Real xx = rotation.X * x2; const Real xy = rotation.X * y2; const Real xz = rotation.X * z2; const Real yy = rotation.Y * y2; const Real yz = rotation.Y * z2; const Real zz = rotation.Z * z2; const Real x = plane.Normal.X; const Real y = plane.Normal.Y; const Real 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; Transform(plane, rotation, result); return result; } void Plane::Transform(const Plane& plane, const Matrix& transformation, Plane& result) { const Real x = plane.Normal.X; const Real y = plane.Normal.Y; const Real z = plane.Normal.Z; const Real 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(const Plane& plane, const Matrix& transformation) { Plane result; Transform(plane, transformation, result); return result; }