#region Using Statements using System; #endregion // Using Statements #region License // // This file is part of the ANX.Framework created by the "ANX.Framework developer group". // // This file is released under the Ms-PL license. // // // // Microsoft Public License (Ms-PL) // // This license governs use of the accompanying software. If you use the software, you accept this license. // If you do not accept the license, do not use the software. // // 1.Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning // here as under U.S. copyright law. // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2.Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations // in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to // reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution // or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in // section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed // patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution // in the software or derivative works of the contribution in the software. // // 3.Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your // patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or // object code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees, // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the // extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a // particular purpose and non-infringement. #endregion // License namespace ANX.Framework { public struct Plane : IEquatable { #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 vectos 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); } 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) { float result; this.Dot(ref value, out result); return result; } public void Dot(ref Vector4 value, out float result) { //taken from vektor result = this.Normal.X * value.X + this.Normal.Y * value.Y + this.Normal.Z * value.Z + this.D * value.W; } public float DotCoordinate(Vector3 value) { float result; this.DotCoordinate(ref value, out result); return result; } 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; } public float DotNormal(Vector3 value) { float result; this.DotNormal(ref value, out result); return result; } 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 ; } public override int GetHashCode() { return this.D.GetHashCode() + this.Normal.GetHashCode(); } public PlaneIntersectionType Intersects(BoundingBox box) { PlaneIntersectionType result; this.Intersects(ref box, out result); return result; } public void Intersects(ref BoundingBox box, out PlaneIntersectionType result) { throw new Exception("method has not yet been implemented"); } public PlaneIntersectionType Intersects(BoundingFrustum frustum) { PlaneIntersectionType result; this.Intersects(ref frustum, out result); return result; ; } public void Intersects(ref BoundingFrustum frustum, out PlaneIntersectionType result) { throw new Exception("method has not yet been implemented"); } public PlaneIntersectionType Intersects(BoundingSphere sphere) { PlaneIntersectionType result; this.Intersects(ref sphere, out result); return result; } 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; } public void Normalize() { throw new Exception("method has not yet been implemented"); } public static Plane Normalize(Plane value) { Plane result; Plane.Normalize(ref value, out result); return result; } public static void Normalize(ref Plane value, out Plane result) { throw new Exception("method has not yet been implemented"); } public override string ToString() { var currentCulture = System.Globalization.CultureInfo.CurrentCulture; return string.Format(currentCulture, "{{Normal:{0} D:{1}}}", new object[] { this.Normal.ToString(), this.D.ToString(currentCulture) }); } public static Plane Transform(Plane plane, Matrix matrix) { throw new Exception("method has not yet been implemented"); } public static void Transform(ref Plane plane, ref Matrix matrix, out Plane result) { throw new Exception("method has not yet been implemented"); } public static Plane Transform(Plane plane, Quaternion rotation) { throw new Exception("method has not yet been implemented"); } public static void Transform(ref Plane plane, ref Quaternion rotation, out Plane result) { throw new Exception("method has not yet been implemented"); } #endregion #region IEquatable implementation public override bool Equals(Object obj) { return (obj is Plane) ? this.Equals((Plane)obj) : false; } public bool Equals(Plane other) { return this.D == other.D && Normal.Equals(other.Normal); } #endregion #region operator overloading public static bool operator ==(Plane lhs, Plane rhs) { return lhs.D.Equals(rhs.D) && lhs.Normal.Equals(rhs.Normal); } public static bool operator !=(Plane lhs, Plane rhs) { return !lhs.D.Equals(rhs.D) || !lhs.Normal.Equals(rhs.Normal); } #endregion } }