#region Using Statements using System; using System.Globalization; #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 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 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) + "}"; //return string.Format(culture, "{{Normal:{0} D:{1}}}", new object[] //{ // this.Normal.ToString(), // this.D.ToString(culture) //}); } 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 } }