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