Path: blob/master/thirdparty/jolt_physics/Jolt/Geometry/Plane.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)1// SPDX-FileCopyrightText: 2021 Jorrit Rouwe2// SPDX-License-Identifier: MIT34#pragma once56JPH_NAMESPACE_BEGIN78/// An infinite plane described by the formula X . Normal + Constant = 0.9class [[nodiscard]] Plane10{11public:12JPH_OVERRIDE_NEW_DELETE1314/// Constructor15Plane() = default;16explicit Plane(Vec4Arg inNormalAndConstant) : mNormalAndConstant(inNormalAndConstant) { }17Plane(Vec3Arg inNormal, float inConstant) : mNormalAndConstant(inNormal, inConstant) { }1819/// Create from point and normal20static Plane sFromPointAndNormal(Vec3Arg inPoint, Vec3Arg inNormal) { return Plane(Vec4(inNormal, -inNormal.Dot(inPoint))); }2122/// Create from point and normal, double precision version that more accurately calculates the plane constant23static Plane sFromPointAndNormal(DVec3Arg inPoint, Vec3Arg inNormal) { return Plane(Vec4(inNormal, -float(DVec3(inNormal).Dot(inPoint)))); }2425/// Create from 3 counter clockwise points26static Plane sFromPointsCCW(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3) { return sFromPointAndNormal(inV1, (inV2 - inV1).Cross(inV3 - inV1).Normalized()); }2728// Properties29Vec3 GetNormal() const { return Vec3(mNormalAndConstant); }30void SetNormal(Vec3Arg inNormal) { mNormalAndConstant = Vec4(inNormal, mNormalAndConstant.GetW()); }31float GetConstant() const { return mNormalAndConstant.GetW(); }32void SetConstant(float inConstant) { mNormalAndConstant.SetW(inConstant); }3334/// Offset the plane (positive value means move it in the direction of the plane normal)35Plane Offset(float inDistance) const { return Plane(mNormalAndConstant - Vec4(Vec3::sZero(), inDistance)); }3637/// Transform the plane by a matrix38inline Plane GetTransformed(Mat44Arg inTransform) const39{40Vec3 transformed_normal = inTransform.Multiply3x3(GetNormal());41return Plane(transformed_normal, GetConstant() - inTransform.GetTranslation().Dot(transformed_normal));42}4344/// Scale the plane, can handle non-uniform and negative scaling45inline Plane Scaled(Vec3Arg inScale) const46{47Vec3 scaled_normal = GetNormal() / inScale;48float scaled_normal_length = scaled_normal.Length();49return Plane(scaled_normal / scaled_normal_length, GetConstant() / scaled_normal_length);50}5152/// Distance point to plane53float SignedDistance(Vec3Arg inPoint) const { return inPoint.Dot(GetNormal()) + GetConstant(); }5455/// Project inPoint onto the plane56Vec3 ProjectPointOnPlane(Vec3Arg inPoint) const { return inPoint - GetNormal() * SignedDistance(inPoint); }5758/// Returns intersection point between 3 planes59static bool sIntersectPlanes(const Plane &inP1, const Plane &inP2, const Plane &inP3, Vec3 &outPoint)60{61// We solve the equation:62// |ax, ay, az, aw| | x | | 0 |63// |bx, by, bz, bw| * | y | = | 0 |64// |cx, cy, cz, cw| | z | | 0 |65// | 0, 0, 0, 1| | 1 | | 1 |66// Where normal of plane 1 = (ax, ay, az), plane constant of 1 = aw, normal of plane 2 = (bx, by, bz) etc.67// This involves inverting the matrix and multiplying it with [0, 0, 0, 1]6869// Fetch the normals and plane constants for the three planes70Vec4 a = inP1.mNormalAndConstant;71Vec4 b = inP2.mNormalAndConstant;72Vec4 c = inP3.mNormalAndConstant;7374// Result is a vector that we have to divide by:75float denominator = Vec3(a).Dot(Vec3(b).Cross(Vec3(c)));76if (denominator == 0.0f)77return false;7879// The numerator is:80// [aw*(bz*cy-by*cz)+ay*(bw*cz-bz*cw)+az*(by*cw-bw*cy)]81// [aw*(bx*cz-bz*cx)+ax*(bz*cw-bw*cz)+az*(bw*cx-bx*cw)]82// [aw*(by*cx-bx*cy)+ax*(bw*cy-by*cw)+ay*(bx*cw-bw*cx)]83Vec4 numerator =84a.SplatW() * (b.Swizzle<SWIZZLE_Z, SWIZZLE_X, SWIZZLE_Y, SWIZZLE_UNUSED>() * c.Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X, SWIZZLE_UNUSED>() - b.Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X, SWIZZLE_UNUSED>() * c.Swizzle<SWIZZLE_Z, SWIZZLE_X, SWIZZLE_Y, SWIZZLE_UNUSED>())85+ a.Swizzle<SWIZZLE_Y, SWIZZLE_X, SWIZZLE_X, SWIZZLE_UNUSED>() * (b.Swizzle<SWIZZLE_W, SWIZZLE_Z, SWIZZLE_W, SWIZZLE_UNUSED>() * c.Swizzle<SWIZZLE_Z, SWIZZLE_W, SWIZZLE_Y, SWIZZLE_UNUSED>() - b.Swizzle<SWIZZLE_Z, SWIZZLE_W, SWIZZLE_Y, SWIZZLE_UNUSED>() * c.Swizzle<SWIZZLE_W, SWIZZLE_Z, SWIZZLE_W, SWIZZLE_UNUSED>())86+ a.Swizzle<SWIZZLE_Z, SWIZZLE_Z, SWIZZLE_Y, SWIZZLE_UNUSED>() * (b.Swizzle<SWIZZLE_Y, SWIZZLE_W, SWIZZLE_X, SWIZZLE_UNUSED>() * c.Swizzle<SWIZZLE_W, SWIZZLE_X, SWIZZLE_W, SWIZZLE_UNUSED>() - b.Swizzle<SWIZZLE_W, SWIZZLE_X, SWIZZLE_W, SWIZZLE_UNUSED>() * c.Swizzle<SWIZZLE_Y, SWIZZLE_W, SWIZZLE_X, SWIZZLE_UNUSED>());8788outPoint = Vec3(numerator) / denominator;89return true;90}9192private:93#ifdef JPH_OBJECT_STREAM94friend void CreateRTTIPlane(class RTTI &); // For JPH_IMPLEMENT_SERIALIZABLE_OUTSIDE_CLASS95#endif9697Vec4 mNormalAndConstant; ///< XYZ = normal, W = constant, plane: x . normal + constant = 098};99100JPH_NAMESPACE_END101102103