//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield //Distributed under the terms of the GNU Library General Public License (LGPL) //as published by the Free Software Foundation. #ifndef OSG_PLANE #define OSG_PLANE 1 #include #include #include #include #include namespace osg { /** A plane class. It can be used to represent an infinite plane.*/ class SG_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(const float a,const float b,const float c,const float d):_fv(a,b,c,d) { calculateUpperLowerBBCorners(); } inline Plane(const Vec4& vec):_fv(vec) { calculateUpperLowerBBCorners(); } inline Plane(const Vec3& norm,const 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); calculateUpperLowerBBCorners(); } 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(const float a,const float b,const float c,const float d) { _fv.set(a,b,c,d); calculateUpperLowerBBCorners(); } inline void set(const Vec4& vec) { _fv = vec; calculateUpperLowerBBCorners(); } inline void set(const Vec3& norm,const 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 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 const bool valid() const { return _fv[0]==0.0f && _fv[1]==0.0f && _fv[2]==0.0f; } inline Vec4& asVec4() { return _fv; } inline const Vec4& asVec4() const { return _fv; } inline float& operator [] (const int i) { return _fv[i]; } inline float operator [] (const int i) const { return _fv[i]; } /** calculate the distance between a point and the plane.*/ inline const float distance(const osg::Vec3& v) const { return _fv[0]*v.x()+ _fv[1]*v.y()+ _fv[2]*v.z()+ _fv[3]; } /** 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 const 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 const 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 operations carries out * the calculation of the inverse of the matrix since to transforms * planes must be multiplied my the inverse transposed. 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 provide 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(); } friend inline ostream& operator << (ostream& output, const Plane& pl); protected: Vec4 _fv; // variables cached to optimize calcs against bounding boxes. unsigned int _upperBBCorner; unsigned int _lowerBBCorner; }; inline ostream& operator << (ostream& output, const Plane& pl) { output << pl._fv[0] << " " << pl._fv[1] << " " << pl._fv[2] << " " << pl._fv[3]; return output; // to enable cascading } }; // end of namespace #endif