- 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...
257 lines
8.8 KiB
C#
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
|
|
}
|
|
}
|