open_toontown_panda3d/panda/src/mathutil/plane_src.cxx

187 lines
6.6 KiB
C++

// Filename: plane_src.cxx
// Created by: drose (03Apr01)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: Plane::get_reflection_mat
// Access: Published
// Description: This computes a transform matrix that reflects the
// universe to the other side of the plane, as in a
// mirror.
////////////////////////////////////////////////////////////////////
FLOATNAME(LMatrix4) FLOATNAME(Plane)::
get_reflection_mat() const {
FLOATTYPE aa = _v.v._0 * _v.v._0;
FLOATTYPE ab = _v.v._0 * _v.v._1;
FLOATTYPE ac = _v.v._0 * _v.v._2;
FLOATTYPE ad = _v.v._0 * _v.v._3;
FLOATTYPE bb = _v.v._1 * _v.v._1;
FLOATTYPE bc = _v.v._1 * _v.v._2;
FLOATTYPE bd = _v.v._1 * _v.v._3;
FLOATTYPE cc = _v.v._2 * _v.v._2;
FLOATTYPE cd = _v.v._2 * _v.v._3;
return FLOATNAME(LMatrix4)( 1-2*aa, -2*ab, -2*ac, 0,
-2*ab, 1-2*bb, -2*bc, 0,
-2*ac, -2*bc, 1-2*cc, 0,
-2*ad, -2*bd, -2*cd, 1 );
}
////////////////////////////////////////////////////////////////////
// Function: Plane::get_point
// Access: Published
// Description: Returns an arbitrary point in the plane. This can be
// used along with the normal returned by get_normal()
// to reconstruct the plane.
////////////////////////////////////////////////////////////////////
FLOATNAME(LPoint3) FLOATNAME(Plane)::
get_point() const {
// Choose the denominator based on the largest axis in the normal.
if (cabs(_v.v._0) >= cabs(_v.v._1) && cabs(_v.v._0) >= cabs(_v.v._2)) {
nassertr(_v.v._0 != 0.0f, FLOATNAME(LPoint3)(0.0f, 0.0f, 0.0f));
return FLOATNAME(LPoint3)(-_v.v._3 / _v.v._0, 0.0f, 0.0f);
} else if (cabs(_v.v._1) >= cabs(_v.v._2)) {
nassertr(_v.v._1 != 0.0f, FLOATNAME(LPoint3)(0.0f, 0.0f, 0.0f));
return FLOATNAME(LPoint3)(0.0f, -_v.v._3 / _v.v._1, 0.0f);
} else {
nassertr(_v.v._2 != 0.0f, FLOATNAME(LPoint3)(0.0f, 0.0f, 0.0f));
return FLOATNAME(LPoint3)(0.0f, 0.0f, -_v.v._3 / _v.v._2);
}
}
////////////////////////////////////////////////////////////////////
// Function: Plane::intersects_plane
// Access: Published
// Description: Returns true if the two planes intersect, false if
// they do not. If they do intersect, then from and
// delta are filled in with the parametric
// representation of the line of intersection: that is,
// from is a point on that line, and delta is a vector
// showing the direction of the line.
////////////////////////////////////////////////////////////////////
bool FLOATNAME(Plane)::
intersects_plane(FLOATNAME(LPoint3) &from,
FLOATNAME(LVector3) &delta,
const FLOATNAME(Plane) &other) const {
FLOATNAME(LVector3) n1 = get_normal();
FLOATNAME(LVector3) n2 = other.get_normal();
// The delta will be the cross product of the planes' normals.
delta = cross(n1, n2);
// If the delta came out to zero, the planes were parallel and do
// not intersect.
if (delta.almost_equal(FLOATNAME(LVector3)::zero())) {
return false;
}
FLOATTYPE n1n1 = ::dot(n1, n1);
FLOATTYPE n2n2 = ::dot(n2, n2);
FLOATTYPE n1n2 = ::dot(n1, n2);
FLOATTYPE determinant_inv = 1.0f / (n1n1 * n2n2 - n1n2 * n1n2);
FLOATTYPE c1 = (other._v.v._3 * n1n2 - _v.v._3 * n2n2) * determinant_inv;
FLOATTYPE c2 = (_v.v._3 * n1n2 - other._v.v._3 * n1n1) * determinant_inv;
from = n1 * c1 + n2 * c2;
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Plane::intersects_parabola
// Access: Published
// Description: Determines whether and where the indicated parabola
// intersects with the plane.
//
// If there is no intersection with the plane, the
// function returns false and leaves t1 and t2
// undefined. If there is an intersection with the
// plane, the function returns true and sets t1 and t2
// to the parametric value that defines the two points
// of intersection. If the parabola is exactly tangent
// to the plane, then t1 == t2.
////////////////////////////////////////////////////////////////////
bool FLOATNAME(Plane)::
intersects_parabola(FLOATTYPE &t1, FLOATTYPE &t2,
const FLOATNAME(Parabola) &parabola) const {
//
// The parabola intersects the plane wherever:
//
// a * t^2 + b * t + c == 0
//
// where a = normal dot parabola.get_a(),
// b = normal dot parabola.get_b(),
// c = normal dot parabola.get_c() + d.
//
FLOATNAME(LVector3) normal = get_normal();
FLOATTYPE a = normal.dot(parabola.get_a());
FLOATTYPE b = normal.dot(parabola.get_b());
FLOATTYPE c = normal.dot(parabola.get_c()) + _v.v._3;
if (IS_NEARLY_ZERO(a)) {
// It's not quadratic. The equation is actually:
// b * t + c == 0.
// Which means:
// t = -c / b.
if (IS_NEARLY_ZERO(b)) {
// It's not even linear. The parabola must be completely
// parallel to the plane, or if c == 0, it's completely within
// the plane. In both cases, we'll call it no intersection.
return false;
}
t1 = -c / b;
t2 = t1;
return true;
}
// Now use the quadratic equation to solve for t.
FLOATTYPE discriminant = b * b - 4.0 * a * c;
if (discriminant < 0.0f) {
// No intersection.
return false;
}
FLOATTYPE sqrd = csqrt(discriminant);
t1 = (-b - sqrd) / (2.0 * a);
t2 = (-b + sqrd) / (2.0 * a);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Plane::output
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void FLOATNAME(Plane)::
output(ostream &out) const {
out << "Plane(";
FLOATNAME(LVecBase4)::output(out);
out << ")";
}
////////////////////////////////////////////////////////////////////
// Function: Plane::write
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void FLOATNAME(Plane)::
write(ostream &out, int indent_level) const {
indent(out, indent_level) << *this << "\n";
}