SND\AstrorEnales_cp 5505f7dcbf - Added PlatformSystem Plugins layer
- Started Windows, Metro and Linux Platform-Plugins
- Moved the RecordingSample to the Samples folder
- Started two samples for using the graphics device in a WinForms and Wpf Editor
- Refactorings in the AddIn-System
- Moved the Window initialization-code to the Platform modules
- Changed the License text in all code files which is now way smaller
- Started ProjectConverter tool which converts all the projects and solution to the target configuration
- Changed the SupportedPlatform names in the Resource files
- Changed the WIN8 define to WINDOWSMETRO which is actually meant
- Removed NLog and started our own Logger class
- Many more stuff...
2012-08-09 09:45:04 +00:00

257 lines
8.8 KiB
C#

#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<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 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
}
}