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