101 lines
2.6 KiB
C++
101 lines
2.6 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
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#ifndef PLANE_H
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#define PLANE_H
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#include "Vec3.H"
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// Singe / VecReal Precision Vec 3
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// Matthias Mueller
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// derived from Plane
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namespace M
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{
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class Plane
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{
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public:
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Plane() {}
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Plane(VecReal nx, VecReal ny, VecReal nz, VecReal distance)
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: n(nx, ny, nz)
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, d(distance)
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{}
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Plane(const Vec3& normal, VecReal distance)
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: n(normal)
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, d(distance)
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{}
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Plane(const Vec3& point, const Vec3& normal)
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: n(normal)
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, d(-point.dot(n)) // p satisfies normal.dot(p) + d = 0
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{
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}
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Plane(const Vec3& p0, const Vec3& p1, const Vec3& p2)
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{
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n = (p1 - p0).cross(p2 - p0).getNormalized();
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d = -p0.dot(n);
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}
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VecReal distance(const Vec3& p) const
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{
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return p.dot(n) + d;
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}
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bool contains(const Vec3& p) const
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{
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return vecAbs(distance(p)) < (1.0e-7f);
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}
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Vec3 project(const Vec3 & p) const
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{
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return p - n * distance(p);
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}
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Vec3 pointInPlane() const
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{
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return -n*d;
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}
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void normalize()
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{
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VecReal denom = 1.0f / n.magnitude();
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n *= denom;
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d *= denom;
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}
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Vec3 n; //!< The normal to the plane
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VecReal d; //!< The distance from the origin
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};
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}
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#endif
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