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- /*
- Copyright (c) 2014, Lars Brubaker
- All rights reserved.
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions are met:
- 1. Redistributions of source code must retain the above copyright notice, this
- list of conditions and the following disclaimer.
- 2. Redistributions in binary form must reproduce the above copyright notice,
- this list of conditions and the following disclaimer in the documentation
- and/or other materials provided with the distribution.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 CONTRIBUTORS BE LIABLE FOR
- ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- The views and conclusions contained in the software and documentation are those
- of the authors and should not be interpreted as representing official policies,
- either expressed or implied, of the FreeBSD Project.
- */
- namespace MatterHackers.VectorMath
- {
- public class PlaneFloat
- {
- public float DistanceFromOrigin { get; private set; }
- public Vector3Float Normal { get; private set; }
- private const float TreatAsZero = .000001f;
- public PlaneFloat(Vector3Float planeNormal, float distanceFromOrigin)
- {
- this.Normal = planeNormal.GetNormal();
- this.DistanceFromOrigin = distanceFromOrigin;
- }
- public PlaneFloat(Vector3Float point0, Vector3Float point1, Vector3Float point2)
- {
- this.Normal = (point1 - point0).Cross((point2 - point0)).GetNormal();
- this.DistanceFromOrigin = Normal.Dot(point0);
- }
- public float GetDistanceFromPlane(Vector3Float positionToCheck)
- {
- float distanceToPointFromOrigin = positionToCheck.Dot(Normal);
- return distanceToPointFromOrigin - DistanceFromOrigin;
- }
- public float GetDistanceToIntersection(Ray ray, out bool inFront)
- {
- inFront = false;
- float normalDotRayDirection = Normal.Dot(new Vector3Float(ray.directionNormal));
- if (normalDotRayDirection < TreatAsZero && normalDotRayDirection > -TreatAsZero) // the ray is parallel to the plane
- {
- return float.PositiveInfinity;
- }
- if (normalDotRayDirection < 0)
- {
- inFront = true;
- }
- return (DistanceFromOrigin - Normal.Dot(new Vector3Float(ray.origin))) / normalDotRayDirection;
- }
- public float GetDistanceToIntersection(Vector3Float pointOnLine, Vector3Float lineDirection)
- {
- float normalDotRayDirection = Normal.Dot(lineDirection);
- if (normalDotRayDirection < TreatAsZero && normalDotRayDirection > -TreatAsZero) // the ray is parallel to the plane
- {
- return float.PositiveInfinity;
- }
- float planeNormalDotPointOnLine = Normal.Dot(pointOnLine);
- return (DistanceFromOrigin - planeNormalDotPointOnLine) / normalDotRayDirection;
- }
- public bool RayHitPlane(Ray ray, out float distanceToHit, out bool hitFrontOfPlane)
- {
- distanceToHit = float.PositiveInfinity;
- hitFrontOfPlane = false;
- float normalDotRayDirection = Normal.Dot(new Vector3Float(ray.directionNormal));
- if (normalDotRayDirection < TreatAsZero && normalDotRayDirection > -TreatAsZero) // the ray is parallel to the plane
- {
- return false;
- }
- if (normalDotRayDirection < 0)
- {
- hitFrontOfPlane = true;
- }
- float distanceToRayOriginFromOrigin = Normal.Dot(new Vector3Float(ray.origin));
- float distanceToPlaneFromRayOrigin = DistanceFromOrigin - distanceToRayOriginFromOrigin;
- bool originInFrontOfPlane = distanceToPlaneFromRayOrigin < 0;
- bool originAndHitAreOnSameSide = originInFrontOfPlane == hitFrontOfPlane;
- if (!originAndHitAreOnSameSide)
- {
- return false;
- }
- distanceToHit = distanceToPlaneFromRayOrigin / normalDotRayDirection;
- return true;
- }
- }
- }
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