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