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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_PLANE
#define OSG_PLANE 1
#include <osg/Config>
#include <osg/Export>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/Matrix>
#include <osg/BoundingSphere>
#include <osg/BoundingBox>
#include <vector>
namespace osg {
/** @brief A plane class. It can be used to represent an infinite plane.
*
* The infinite plane is described by an implicit plane equation a*x+b*y+c*z+d = 0. Though it is not mandatory that
* a^2+b^2+c^2 = 1 is fulfilled in general some methods require it (@see osg::Plane::distance). */
class OSG_EXPORT Plane
{
public:
#ifdef OSG_USE_FLOAT_PLANE
/** Type of Plane class.*/
typedef float value_type;
typedef Vec3f Vec3_type;
typedef Vec4f Vec4_type;
#else
/** Type of Plane class.*/
typedef double value_type;
typedef Vec3d Vec3_type;
typedef Vec4d Vec4_type;
#endif
/** Number of vector components. */
enum { num_components = 3 };
/// Default constructor
/** The default constructor initializes all values to zero.
* @warning Although the method osg::Plane::valid() will return true after the default constructors call the plane
* is mathematically invalid! Default data do not describe a valid plane. */
inline Plane() { _fv[0]=0.0; _fv[1]=0.0; _fv[2]=0.0; _fv[3]=0.0; _lowerBBCorner = 0; _upperBBCorner = 0; }
inline Plane(const Plane& pl) { set(pl); }
/// Constructor
/** The plane is described as a*x+b*y+c*z+d = 0.
* @remark You may call osg::Plane::MakeUnitLength afterwards if the passed values are not normalized. */
inline Plane(value_type a,value_type b,value_type c,value_type d) { set(a,b,c,d); }
/// Constructor
/** The plane can also be described as vec*[x,y,z,1].
* @remark You may call osg::Plane::MakeUnitLength afterwards if the passed values are not normalized. */
inline Plane(const Vec4f& vec) { set(vec); }
/// Constructor
/** The plane can also be described as vec*[x,y,z,1].
* @remark You may call osg::Plane::MakeUnitLength afterwards if the passed values are not normalized. */
inline Plane(const Vec4d& vec) { set(vec); }
/// Constructor
/** This constructor initializes the internal values directly without any checking or manipulation.
* @param norm The normal of the plane.
* @param d The negative distance from the point of origin to the plane.
* @remark You may call osg::Plane::MakeUnitLength afterwards if the passed normal was not normalized. */
inline Plane(const Vec3_type& norm,value_type d) { set(norm,d); }
/// Constructor
/** This constructor calculates from the three points describing an infinite plane the internal values.
* @param v1 Point in the plane.
* @param v2 Point in the plane.
* @param v3 Point in the plane.
* @remark After this constructor call the plane's normal is normalized in case the three points described a mathematically
* valid plane.
* @remark The normal is determined by building the cross product of (v2-v1) ^ (v3-v2). */
inline Plane(const Vec3_type& v1, const Vec3_type& v2, const Vec3_type& v3) { set(v1,v2,v3); }
/// Constructor
/** This constructor initializes the internal values directly without any checking or manipulation.
* @param norm The normal of the plane.
* @param point A point of the plane.
* @remark You may call osg::Plane::MakeUnitLength afterwards if the passed normal was not normalized. */
inline Plane(const Vec3_type& norm, const Vec3_type& point) { set(norm,point); }
inline Plane& operator = (const Plane& pl)
{
if (&pl==this) return *this;
set(pl);
return *this;
}
inline void set(const Plane& pl) { _fv[0]=pl._fv[0]; _fv[1]=pl._fv[1]; _fv[2]=pl._fv[2]; _fv[3]=pl._fv[3]; calculateUpperLowerBBCorners(); }
inline void set(value_type a, value_type b, value_type c, value_type d) { _fv[0]=a; _fv[1]=b; _fv[2]=c; _fv[3]=d; calculateUpperLowerBBCorners(); }
inline void set(const Vec4f& vec) { set(vec[0],vec[1],vec[2],vec[3]); }
inline void set(const Vec4d& vec) { set(vec[0],vec[1],vec[2],vec[3]); }
inline void set(const Vec3_type& norm, double d) { set(norm[0],norm[1],norm[2],d); }
inline void set(const Vec3_type& v1, const Vec3_type& v2, const Vec3_type& v3)
{
Vec3_type norm = (v2-v1)^(v3-v2);
value_type length = norm.length();
if (length>1e-6) norm/= length;
else norm.set(0.0,0.0,0.0);
set(norm[0],norm[1],norm[2],-(v1*norm));
}
inline void set(const Vec3_type& norm, const Vec3_type& point)
{
value_type d = -norm[0]*point[0] - norm[1]*point[1] - norm[2]*point[2];
set(norm[0],norm[1],norm[2],d);
}
/** flip/reverse the orientation of the plane.*/
inline void flip()
{
_fv[0] = -_fv[0];
_fv[1] = -_fv[1];
_fv[2] = -_fv[2];
_fv[3] = -_fv[3];
calculateUpperLowerBBCorners();
}
/** This method multiplies the coefficients of the plane equation with a constant factor so that the
* equation a^2+b^2+c^2 = 1 holds. */
inline void makeUnitLength()
{
value_type inv_length = 1.0 / sqrt(_fv[0]*_fv[0] + _fv[1]*_fv[1]+ _fv[2]*_fv[2]);
_fv[0] *= inv_length;
_fv[1] *= inv_length;
_fv[2] *= inv_length;
_fv[3] *= inv_length;
}
/** calculate the upper and lower bounding box corners to be used
* in the intersect(BoundingBox&) method for speeding calculations.*/
inline void calculateUpperLowerBBCorners()
{
_upperBBCorner = (_fv[0]>=0.0?1:0) |
(_fv[1]>=0.0?2:0) |
(_fv[2]>=0.0?4:0);
_lowerBBCorner = (~_upperBBCorner)&7;
}
/// Checks if all internal values describing the plane have valid numbers
/** @warning This method does not check if the plane is mathematically correctly described!
* @remark The only case where all elements have valid numbers and the plane description is invalid occurs if the plane's normal
* is zero. */
inline bool valid() const { return !isNaN(); }
inline bool isNaN() const { return osg::isNaN(_fv[0]) || osg::isNaN(_fv[1]) || osg::isNaN(_fv[2]) || osg::isNaN(_fv[3]); }
inline bool operator == (const Plane& plane) const { return _fv[0]==plane._fv[0] && _fv[1]==plane._fv[1] && _fv[2]==plane._fv[2] && _fv[3]==plane._fv[3]; }
inline bool operator != (const Plane& plane) const { return _fv[0]!=plane._fv[0] || _fv[1]!=plane._fv[1] || _fv[2]!=plane._fv[2] || _fv[3]!=plane._fv[3]; }
/** A plane is said to be smaller than another plane if the first non-identical element of the internal array is smaller than the
* corresponding element of the other plane. */
inline bool operator < (const Plane& plane) const
{
if (_fv[0]<plane._fv[0]) return true;
else if (_fv[0]>plane._fv[0]) return false;
else if (_fv[1]<plane._fv[1]) return true;
else if (_fv[1]>plane._fv[1]) return false;
else if (_fv[2]<plane._fv[2]) return true;
else if (_fv[2]>plane._fv[2]) return false;
else return (_fv[3]<plane._fv[3]);
}
inline value_type* ptr() { return _fv; }
inline const value_type* ptr() const { return _fv; }
inline Vec4_type asVec4() const { return Vec4_type(_fv[0],_fv[1],_fv[2],_fv[3]); }
inline value_type& operator [] (unsigned int i) { return _fv[i]; }
inline value_type operator [] (unsigned int i) const { return _fv[i]; }
inline Vec3_type getNormal() const { return Vec3_type(_fv[0],_fv[1],_fv[2]); }
/** Calculate the distance between a point and the plane.
* @remark This method only leads to real distance values if the plane's norm is 1.
* @sa osg::Plane::makeUnitLength */
inline float distance(const osg::Vec3f& v) const
{
return _fv[0]*v.x()+
_fv[1]*v.y()+
_fv[2]*v.z()+
_fv[3];
}
/** Calculate the distance between a point and the plane.
* @remark This method only leads to real distance values if the plane's norm is 1.
* @sa osg::Plane::makeUnitLength */
inline double distance(const osg::Vec3d& v) const
{
return _fv[0]*v.x()+
_fv[1]*v.y()+
_fv[2]*v.z()+
_fv[3];
}
/** calculate the dot product of the plane normal and a point.*/
inline float dotProductNormal(const osg::Vec3f& v) const
{
return _fv[0]*v.x()+
_fv[1]*v.y()+
_fv[2]*v.z();
}
/** calculate the dot product of the plane normal and a point.*/
inline double dotProductNormal(const osg::Vec3d& v) const
{
return _fv[0]*v.x()+
_fv[1]*v.y()+
_fv[2]*v.z();
}
/** intersection test between plane and vertex list
return 1 if the bs is completely above plane,
return 0 if the bs intersects the plane,
return -1 if the bs is completely below the plane.*/
inline int intersect(const std::vector<Vec3f>& vertices) const
{
if (vertices.empty()) return -1;
int noAbove = 0;
int noBelow = 0;
int noOn = 0;
for(std::vector<Vec3f>::const_iterator itr=vertices.begin();
itr != vertices.end();
++itr)
{
float d = distance(*itr);
if (d>0.0f) ++noAbove;
else if (d<0.0f) ++noBelow;
else ++noOn;
}
if (noAbove>0)
{
if (noBelow>0) return 0;
else return 1;
}
return -1; // treat points on line as outside...
}
/** intersection test between plane and vertex list
return 1 if the bs is completely above plane,
return 0 if the bs intersects the plane,
return -1 if the bs is completely below the plane.*/
inline int intersect(const std::vector<Vec3d>& vertices) const
{
if (vertices.empty()) return -1;
int noAbove = 0;
int noBelow = 0;
int noOn = 0;
for(std::vector<Vec3d>::const_iterator itr=vertices.begin();
itr != vertices.end();
++itr)
{
double d = distance(*itr);
if (d>0.0) ++noAbove;
else if (d<0.0) ++noBelow;
else ++noOn;
}
if (noAbove>0)
{
if (noBelow>0) return 0;
else return 1;
}
return -1; // treat points on line as outside...
}
/** intersection test between plane and bounding sphere.
return 1 if the bs is completely above plane,
return 0 if the bs intersects the plane,
return -1 if the bs is completely below the plane.*/
inline int intersect(const BoundingSphere& bs) const
{
float d = distance(bs.center());
if (d>bs.radius()) return 1;
else if (d<-bs.radius()) return -1;
else return 0;
}
/** intersection test between plane and bounding sphere.
return 1 if the bs is completely above plane,
return 0 if the bs intersects the plane,
return -1 if the bs is completely below the plane.*/
inline int intersect(const BoundingBox& bb) const
{
// if lowest point above plane than all above.
if (distance(bb.corner(_lowerBBCorner))>0.0f) return 1;
// if highest point is below plane then all below.
if (distance(bb.corner(_upperBBCorner))<0.0f) return -1;
// d_lower<=0.0f && d_upper>=0.0f
// therefore must be crossing plane.
return 0;
}
/** Transform the plane by matrix. Note, this operation carries out
* the calculation of the inverse of the matrix since a plane
* must be multiplied by the inverse transposed to transform it. This
* make this operation expensive. If the inverse has been already
* calculated elsewhere then use transformProvidingInverse() instead.
* See http://www.worldserver.com/turk/computergraphics/NormalTransformations.pdf*/
inline void transform(const osg::Matrix& matrix)
{
osg::Matrix inverse;
inverse.invert(matrix);
transformProvidingInverse(inverse);
}
/** Transform the plane by providing a pre inverted matrix.
* see transform for details. */
inline void transformProvidingInverse(const osg::Matrix& matrix)
{
// note pre multiplications, which effectively transposes matrix.
Vec4_type vec(_fv[0],_fv[1],_fv[2],_fv[3]);
vec = matrix * vec;
set(vec);
makeUnitLength();
}
protected:
/** Vec member variable. */
value_type _fv[4];
// variables cached to optimize calcs against bounding boxes.
unsigned int _upperBBCorner;
unsigned int _lowerBBCorner;
};
} // end of namespace
#endif
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