/* -*-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 #include #include #include #include #include #include namespace osg { /** A plane class. It can be used to represent an infinite plane.*/ class OSG_EXPORT Plane { public: inline Plane():_fv(0.0f,0.0f,0.0f,0.0f) { _lowerBBCorner = 0; _upperBBCorner = 0; } inline Plane(const Plane& pl):_fv(pl._fv) { calculateUpperLowerBBCorners(); } inline Plane(float a,float b,float c,float d):_fv(a,b,c,d) { calculateUpperLowerBBCorners(); } inline Plane(const Vec4& vec):_fv(vec) { calculateUpperLowerBBCorners(); } inline Plane(const Vec3& norm,float d):_fv(norm[0],norm[1],norm[2],d) { calculateUpperLowerBBCorners(); } inline Plane(const Vec3& v1, const Vec3& v2, const Vec3& v3) { set(v1,v2,v3); } inline Plane(const Vec3& norm, const Vec3& point) { set(norm,point); } inline Plane& operator = (const Plane& pl) { if (&pl==this) return *this; _fv = pl._fv; _lowerBBCorner = pl._lowerBBCorner; _upperBBCorner = pl._upperBBCorner; return *this; } inline void set(const Plane& pl) { _fv = pl._fv; calculateUpperLowerBBCorners(); } inline void set(float a,float b,float c,float d) { _fv.set(a,b,c,d); calculateUpperLowerBBCorners(); } inline void set(const Vec4& vec) { _fv = vec; calculateUpperLowerBBCorners(); } inline void set(const Vec3& norm,float d) { _fv.set(norm[0],norm[1],norm[2],d); calculateUpperLowerBBCorners(); } inline void set(const Vec3& v1, const Vec3& v2, const Vec3& v3) { osg::Vec3 norm = (v2-v1)^(v3-v2); float length = norm.length(); if (length>1e-6) norm/= length; else norm.set(0.0f,0.0f,0.0f); _fv.set(norm[0],norm[1],norm[2],-(v1*norm)); calculateUpperLowerBBCorners(); } inline void set(const Vec3& norm, const Vec3& point) { float d = -norm[0]*point[0] - norm[1]*point[1] - norm[2]*point[2]; _fv.set(norm[0],norm[1],norm[2],d); calculateUpperLowerBBCorners(); } /** flip/reverse the orientation of the plane.*/ inline void flip() { _fv = -_fv; calculateUpperLowerBBCorners(); } inline void makeUnitLength() { float length = sqrtf(_fv[0]*_fv[0] + _fv[1]*_fv[1]+ _fv[2]*_fv[2]); _fv /= 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.x()>=0.0f?1:0) | (_fv.y()>=0.0f?2:0) | (_fv.z()>=0.0f?4:0); _lowerBBCorner = (~_upperBBCorner)&7; } inline bool valid() const { return _fv.valid(); } inline bool operator == (const Plane& plane) const { return _fv==plane._fv; } inline bool operator != (const Plane& plane) const { return _fv!=plane._fv; } inline bool operator < (const Plane& plane) const { return _fv& vertices) const { if (vertices.empty()) return -1; int noAbove = 0; int noBelow = 0; int noOn = 0; for(std::vector::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 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. _fv = matrix * _fv; makeUnitLength(); calculateUpperLowerBBCorners(); } protected: Vec4 _fv; // variables cached to optimize calcs against bounding boxes. unsigned int _upperBBCorner; unsigned int _lowerBBCorner; }; } // end of namespace #endif