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PhysX4.1/kaplademo/source/kaplaDemo/Vec/Plane.h
2025-11-28 23:13:44 +05:30

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