2012-08-09 09:45:04 +00:00
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#region Using Statements
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2011-10-31 05:36:24 +00:00
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using System;
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2012-08-09 09:45:04 +00:00
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using System.Globalization;
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2012-10-13 19:43:12 +00:00
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using ANX.Framework.NonXNA.Development;
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2015-04-08 14:50:03 +02:00
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using System.ComponentModel;
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using ANX.Framework.Design;
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2011-10-31 05:36:24 +00:00
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#endregion // Using Statements
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2012-08-09 09:45:04 +00:00
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework
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{
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[PercentageComplete(100)]
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[Developer("floAr, GinieDp")]
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[TestState(TestStateAttribute.TestState.InProgress)]
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#if !WINDOWSMETRO
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[Serializable]
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[TypeConverter(typeof(PlaneConverter))]
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#endif
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public struct Plane : IEquatable<Plane>
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{
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#region fields
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public float D;
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public Vector3 Normal;
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#endregion
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#region constructors
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public Plane(float a, float b, float c, float d)
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{
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this.D = d;
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this.Normal = new Vector3(a, b, c);
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}
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public Plane(Vector3 normal, float d)
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{
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this.D = d;
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this.Normal = normal;
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}
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public Plane(Vector3 point1, Vector3 point2, Vector3 point3)
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{
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// calculate 2 vectors spanning the plane and cross them to get the normal, then normalize
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this.Normal = Vector3.Normalize(Vector3.Cross(Vector3.Subtract(point2, point1), Vector3.Subtract(point3, point1)));
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// now calculate d
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this.D = Vector3.Dot(point1, this.Normal);
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}
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public Plane(Vector4 value)
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{
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this.D = value.W;
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this.Normal = new Vector3(value.X, value.Y, value.Z);
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}
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#endregion
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#region public methods
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public float Dot(Vector4 value)
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{
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return this.Normal.X * value.X + this.Normal.Y * value.Y + this.Normal.Z * value.Z + this.D * value.W;
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}
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public void Dot(ref Vector4 value, out float result)
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{
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result = this.Normal.X * value.X + this.Normal.Y * value.Y + this.Normal.Z * value.Z + this.D * value.W;
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}
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public float DotCoordinate(Vector3 value)
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{
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return this.Normal.X * value.X + this.Normal.Y * value.Y + this.Normal.Z * value.Z + this.D;
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}
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public void DotCoordinate(ref Vector3 value, out float result)
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{
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result = this.Normal.X * value.X + this.Normal.Y * value.Y + this.Normal.Z * value.Z + this.D;
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}
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public float DotNormal(Vector3 value)
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{
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return this.Normal.X * value.X + this.Normal.Y * value.Y + this.Normal.Z * value.Z;
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}
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public void DotNormal(ref Vector3 value, out float result)
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{
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result = this.Normal.X * value.X + this.Normal.Y * value.Y + this.Normal.Z * value.Z;
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}
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public override int GetHashCode()
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{
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return this.D.GetHashCode() + this.Normal.GetHashCode();
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}
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public PlaneIntersectionType Intersects(BoundingBox box)
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{
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PlaneIntersectionType result;
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this.Intersects(ref box, out result);
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return result;
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}
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public void Intersects(ref BoundingBox box, out PlaneIntersectionType result)
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{
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Vector3 p;
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p.X = this.Normal.X >= 0f ? box.Min.X : box.Max.X;
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p.Y = this.Normal.Y >= 0f ? box.Min.Y : box.Max.X;
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p.Z = this.Normal.Z >= 0f ? box.Min.Z : box.Max.X;
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float dot = this.Normal.X * p.X + this.Normal.Y * p.Y + this.Normal.Z * p.Z;
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if (dot + this.D > 0f)
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{
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result = PlaneIntersectionType.Front;
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return;
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}
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p.X = this.Normal.X >= 0f ? box.Max.X : box.Min.X;
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p.Y = this.Normal.Y >= 0f ? box.Max.Y : box.Min.X;
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p.Z = this.Normal.Z >= 0f ? box.Max.Z : box.Min.X;
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dot = this.Normal.X * p.X + this.Normal.Y * p.Y + this.Normal.Z * p.Z;
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if (dot + this.D < 0f)
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{
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result = PlaneIntersectionType.Back;
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return;
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}
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result = PlaneIntersectionType.Intersecting;
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}
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public PlaneIntersectionType Intersects(BoundingFrustum frustum)
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{
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PlaneIntersectionType result;
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this.Intersects(ref frustum, out result);
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return result; ;
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}
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public void Intersects(ref BoundingFrustum frustum, out PlaneIntersectionType result)
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{
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throw new NotImplementedException("method has not yet been implemented");
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}
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public PlaneIntersectionType Intersects(BoundingSphere sphere)
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{
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PlaneIntersectionType result;
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this.Intersects(ref sphere, out result);
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return result;
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}
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public void Intersects(ref BoundingSphere sphere, out PlaneIntersectionType result)
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{
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float distanceSquared_Sphere_Origin = Vector3.DistanceSquared(Vector3.Zero, sphere.Center);
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float distanceSquared_Plane_Origin = this.D * this.D;
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//maybe check pointing direktion of normal
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if ((this.Normal * 2).LengthSquared() < this.Normal.LengthSquared())
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{
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if (distanceSquared_Sphere_Origin > distanceSquared_Plane_Origin)
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{
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if (distanceSquared_Sphere_Origin - sphere.Radius < distanceSquared_Plane_Origin)
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{
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result = PlaneIntersectionType.Intersecting;
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return;
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}
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else
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{
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result = PlaneIntersectionType.Front;
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return;
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}
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}
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if (distanceSquared_Sphere_Origin < distanceSquared_Plane_Origin)
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{
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if (distanceSquared_Sphere_Origin + sphere.Radius > distanceSquared_Plane_Origin)
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{
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result = PlaneIntersectionType.Intersecting;
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return;
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}
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else
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{
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result = PlaneIntersectionType.Back;
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return;
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}
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}
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}
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else
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{
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if (distanceSquared_Sphere_Origin > distanceSquared_Plane_Origin)
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{
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if (distanceSquared_Sphere_Origin - sphere.Radius < distanceSquared_Plane_Origin)
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{
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result = PlaneIntersectionType.Intersecting;
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return;
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}
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else
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{
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result = PlaneIntersectionType.Back;
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return;
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}
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}
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if (distanceSquared_Sphere_Origin < distanceSquared_Plane_Origin)
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{
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if (distanceSquared_Sphere_Origin + sphere.Radius > distanceSquared_Plane_Origin)
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{
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result = PlaneIntersectionType.Intersecting;
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return;
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}
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else
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{
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result = PlaneIntersectionType.Front;
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return;
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}
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}
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}
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//else distance sphere == distance plane
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result = PlaneIntersectionType.Intersecting;
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}
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public void Normalize()
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{
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float lengthSquare = Normal.X * Normal.X + Normal.Y * Normal.Y + Normal.Z * Normal.Z;
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if (Math.Abs(1.0f - lengthSquare) < float.Epsilon)
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{
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return;
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}
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float oneOverLength = 1.0f / (float)Math.Sqrt(lengthSquare);
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Normal.X = Normal.X * oneOverLength;
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Normal.Y = Normal.Y * oneOverLength;
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Normal.Z = Normal.Z * oneOverLength;
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this.D = this.D * oneOverLength;
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}
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public static Plane Normalize(Plane value)
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{
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Vector3 normal = value.Normal;
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float lengthSquare = normal.X * normal.X + normal.Y * normal.Y + normal.Z * normal.Z;
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if (Math.Abs(1.0f - lengthSquare) < float.Epsilon)
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{
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return new Plane(normal, value.D);
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}
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float oneOverLength = 1.0f / (float)Math.Sqrt(lengthSquare);
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Plane result;
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result.Normal.X = value.Normal.X * oneOverLength;
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result.Normal.Y = value.Normal.Y * oneOverLength;
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result.Normal.Z = value.Normal.Z * oneOverLength;
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result.D = value.D * oneOverLength;
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return result;
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}
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public static void Normalize(ref Plane value, out Plane result)
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{
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Vector3 normal = value.Normal;
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float lengthSquare = normal.X * normal.X + normal.Y * normal.Y + normal.Z * normal.Z;
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if (Math.Abs(1.0f - lengthSquare) < float.Epsilon)
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{
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result.Normal = normal;
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result.D = value.D;
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return;
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}
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float oneOverLength = 1.0f / (float)Math.Sqrt(lengthSquare);
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result.Normal.X = value.Normal.X * oneOverLength;
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result.Normal.Y = value.Normal.Y * oneOverLength;
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result.Normal.Z = value.Normal.Z * oneOverLength;
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result.D = value.D * oneOverLength;
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}
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public override string ToString()
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{
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var culture = CultureInfo.CurrentCulture;
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// This may look a bit more ugly, but String.Format should be avoided cause of it's bad performance!
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return "{Normal:" + Normal.ToString() + " D:" + D.ToString(culture) + "}";
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}
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public static Plane Transform(Plane plane, Matrix matrix)
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{
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// multiply by the inverse transpose of the matrix
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Matrix m;
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Matrix.Invert(ref matrix, out m);
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Vector3 n = plane.Normal;
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Plane result;
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result.Normal.X = n.X * m.M11 + n.Y * m.M12 + n.Z * m.M13 + plane.D * m.M14;
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result.Normal.Y = n.X * m.M21 + n.Y * m.M22 + n.Z * m.M23 + plane.D * m.M24;
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result.Normal.Z = n.X * m.M31 + n.Y * m.M32 + n.Z * m.M33 + plane.D * m.M34;
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result.D = n.X * m.M41 + n.Y * m.M42 + n.Z * m.M43 + plane.D * m.M44;
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return result;
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}
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public static void Transform(ref Plane plane, ref Matrix matrix, out Plane result)
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{
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// multiply by the inverse transpose of the matrix
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Matrix m;
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Matrix.Invert(ref matrix, out m);
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|
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Vector3 n = plane.Normal;
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result.Normal.X = n.X * m.M11 + n.Y * m.M12 + n.Z * m.M13 + plane.D * m.M14;
|
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result.Normal.Y = n.X * m.M21 + n.Y * m.M22 + n.Z * m.M23 + plane.D * m.M24;
|
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result.Normal.Z = n.X * m.M31 + n.Y * m.M32 + n.Z * m.M33 + plane.D * m.M34;
|
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|
result.D = n.X * m.M41 + n.Y * m.M42 + n.Z * m.M43 + plane.D * m.M44;
|
2011-10-31 05:36:24 +00:00
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}
|
2012-08-21 18:13:30 +00:00
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|
2011-10-31 05:36:24 +00:00
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public static Plane Transform(Plane plane, Quaternion rotation)
|
|
|
|
{
|
2012-08-21 18:13:30 +00:00
|
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|
float twoX = rotation.X + rotation.X;
|
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|
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float twoY = rotation.Y + rotation.Y;
|
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|
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float twoZ = rotation.Z + rotation.Z;
|
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|
|
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|
|
float twoXX = twoX * rotation.X;
|
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|
|
float twoXY = twoX * rotation.Y;
|
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|
|
float twoXZ = twoX * rotation.Z;
|
|
|
|
float twoXW = twoX * rotation.W;
|
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|
|
|
|
|
|
float twoYY = twoY * rotation.Y;
|
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|
|
float twoYZ = twoY * rotation.Z;
|
|
|
|
float twoYW = twoY * rotation.W;
|
|
|
|
|
|
|
|
float twoZZ = twoZ * rotation.Z;
|
|
|
|
float twoZW = twoZ * rotation.W;
|
|
|
|
|
|
|
|
float x = plane.Normal.X;
|
|
|
|
float y = plane.Normal.Y;
|
|
|
|
float z = plane.Normal.Z;
|
|
|
|
|
|
|
|
Plane result;
|
|
|
|
result.Normal.X = x * (1.0f - twoYY - twoZZ) + y * (twoXY - twoZW) + z * (twoXZ + twoYW);
|
|
|
|
result.Normal.Y = x * (twoXY + twoZW) + y * (1.0f - twoXX - twoZZ) + z * (twoYZ - twoXW);
|
|
|
|
result.Normal.Z = x * (twoXZ - twoYW) + y * (twoYZ + twoXW) + z * (1.0f - twoXX - twoYY);
|
|
|
|
result.D = plane.D;
|
|
|
|
return result;
|
2011-10-31 05:36:24 +00:00
|
|
|
}
|
2012-08-21 18:13:30 +00:00
|
|
|
|
2011-10-31 05:36:24 +00:00
|
|
|
public static void Transform(ref Plane plane, ref Quaternion rotation, out Plane result)
|
|
|
|
{
|
2012-08-21 18:13:30 +00:00
|
|
|
float twoX = rotation.X + rotation.X;
|
|
|
|
float twoY = rotation.Y + rotation.Y;
|
|
|
|
float twoZ = rotation.Z + rotation.Z;
|
|
|
|
|
|
|
|
float twoXX = twoX * rotation.X;
|
|
|
|
float twoXY = twoX * rotation.Y;
|
|
|
|
float twoXZ = twoX * rotation.Z;
|
|
|
|
float twoXW = twoX * rotation.W;
|
|
|
|
|
|
|
|
float twoYY = twoY * rotation.Y;
|
|
|
|
float twoYZ = twoY * rotation.Z;
|
|
|
|
float twoYW = twoY * rotation.W;
|
|
|
|
|
|
|
|
float twoZZ = twoZ * rotation.Z;
|
|
|
|
float twoZW = twoZ * rotation.W;
|
|
|
|
|
|
|
|
float x = plane.Normal.X;
|
|
|
|
float y = plane.Normal.Y;
|
|
|
|
float z = plane.Normal.Z;
|
|
|
|
|
|
|
|
result.Normal.X = x * (1.0f - twoYY - twoZZ) + y * (twoXY - twoZW) + z * (twoXZ + twoYW);
|
|
|
|
result.Normal.Y = x * (twoXY + twoZW) + y * (1.0f - twoXX - twoZZ) + z * (twoYZ - twoXW);
|
|
|
|
result.Normal.Z = x * (twoXZ - twoYW) + y * (twoYZ + twoXW) + z * (1.0f - twoXX - twoYY);
|
|
|
|
result.D = plane.D;
|
2011-10-31 05:36:24 +00:00
|
|
|
}
|
|
|
|
#endregion
|
|
|
|
|
|
|
|
#region IEquatable implementation
|
|
|
|
public override bool Equals(Object obj)
|
|
|
|
{
|
2012-10-14 16:40:10 +00:00
|
|
|
return obj is Plane && Equals((Plane)obj);
|
2011-10-31 05:36:24 +00:00
|
|
|
}
|
2012-08-21 18:13:30 +00:00
|
|
|
|
2011-10-31 05:36:24 +00:00
|
|
|
public bool Equals(Plane other)
|
|
|
|
{
|
2012-10-14 16:40:10 +00:00
|
|
|
return D == other.D && Normal.Equals(other.Normal);
|
2011-10-31 05:36:24 +00:00
|
|
|
}
|
|
|
|
#endregion
|
|
|
|
|
|
|
|
#region operator overloading
|
|
|
|
public static bool operator ==(Plane lhs, Plane rhs)
|
|
|
|
{
|
2011-11-05 11:03:01 +00:00
|
|
|
return lhs.D.Equals(rhs.D) && lhs.Normal.Equals(rhs.Normal);
|
2011-10-31 05:36:24 +00:00
|
|
|
}
|
2012-08-21 18:13:30 +00:00
|
|
|
|
2011-10-31 05:36:24 +00:00
|
|
|
public static bool operator !=(Plane lhs, Plane rhs)
|
|
|
|
{
|
2011-11-05 11:03:01 +00:00
|
|
|
return !lhs.D.Equals(rhs.D) || !lhs.Normal.Equals(rhs.Normal);
|
2011-10-31 05:36:24 +00:00
|
|
|
}
|
|
|
|
#endregion
|
|
|
|
}
|
|
|
|
}
|