2 Copyright (C) 2001-2006, William Joseph.
5 This file is part of GtkRadiant.
7 GtkRadiant is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 GtkRadiant is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with GtkRadiant; if not, write to the Free Software
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 #if !defined(INCLUDED_MATH_PLANE_H)
23 #define INCLUDED_MATH_PLANE_H
26 /// \brief Plane data types and related operations.
28 #include "math/matrix.h"
30 /// \brief A plane equation stored in double-precision floating-point.
39 Plane3(double _a, double _b, double _c, double _d)
40 : a(_a), b(_b), c(_c), d(_d)
43 template<typename Element>
44 Plane3(const BasicVector3<Element>& normal, double dist)
45 : a(normal.x()), b(normal.y()), c(normal.z()), d(dist)
49 BasicVector3<double>& normal()
51 return reinterpret_cast<BasicVector3<double>&>(*this);
53 const BasicVector3<double>& normal() const
55 return reinterpret_cast<const BasicVector3<double>&>(*this);
61 const double& dist() const
67 inline Plane3 plane3_normalised(const Plane3& plane)
69 double rmagnitude = 1.0 / sqrt(plane.a * plane.a + plane.b * plane.b + plane.c * plane.c);
78 inline Plane3 plane3_translated(const Plane3& plane, const Vector3& translation)
81 transformed.a = plane.a;
82 transformed.b = plane.b;
83 transformed.c = plane.c;
84 transformed.d = -((-plane.d * transformed.a + translation.x()) * transformed.a +
85 (-plane.d * transformed.b + translation.y()) * transformed.b +
86 (-plane.d * transformed.c + translation.z()) * transformed.c);
90 inline Plane3 plane3_transformed(const Plane3& plane, const Matrix4& transform)
93 transformed.a = transform[0] * plane.a + transform[4] * plane.b + transform[8] * plane.c;
94 transformed.b = transform[1] * plane.a + transform[5] * plane.b + transform[9] * plane.c;
95 transformed.c = transform[2] * plane.a + transform[6] * plane.b + transform[10] * plane.c;
96 transformed.d = -((-plane.d * transformed.a + transform[12]) * transformed.a +
97 (-plane.d * transformed.b + transform[13]) * transformed.b +
98 (-plane.d * transformed.c + transform[14]) * transformed.c);
102 inline Plane3 plane3_inverse_transformed(const Plane3& plane, const Matrix4& transform)
106 transform[ 0] * plane.a + transform[ 1] * plane.b + transform[ 2] * plane.c + transform[ 3] * plane.d,
107 transform[ 4] * plane.a + transform[ 5] * plane.b + transform[ 6] * plane.c + transform[ 7] * plane.d,
108 transform[ 8] * plane.a + transform[ 9] * plane.b + transform[10] * plane.c + transform[11] * plane.d,
109 transform[12] * plane.a + transform[13] * plane.b + transform[14] * plane.c + transform[15] * plane.d
113 inline Plane3 plane3_flipped(const Plane3& plane)
115 return Plane3(vector3_negated(plane.normal()), -plane.dist());
118 const double c_PLANE_NORMAL_EPSILON = 0.0001f;
119 const double c_PLANE_DIST_EPSILON = 0.02;
121 inline bool plane3_equal(const Plane3& self, const Plane3& other)
123 return vector3_equal_epsilon(self.normal(), other.normal(), c_PLANE_NORMAL_EPSILON)
124 && float_equal_epsilon(self.dist(), other.dist(), c_PLANE_DIST_EPSILON);
127 inline bool plane3_opposing(const Plane3& self, const Plane3& other)
129 return plane3_equal(self, plane3_flipped(other));
132 inline bool plane3_valid(const Plane3& self)
134 return float_equal_epsilon(vector3_dot(self.normal(), self.normal()), 1.0, 0.01);
137 template<typename Element>
138 inline Plane3 plane3_for_points(const BasicVector3<Element>& p0, const BasicVector3<Element>& p1, const BasicVector3<Element>& p2)
141 self.normal() = vector3_normalised(vector3_cross(vector3_subtracted(p1, p0), vector3_subtracted(p2, p0)));
142 self.dist() = vector3_dot(p0, self.normal());
146 template<typename Element>
147 inline Plane3 plane3_for_points(const BasicVector3<Element> planepts[3])
149 return plane3_for_points(planepts[2], planepts[1], planepts[0]);