99 lines
3.9 KiB
C
99 lines
3.9 KiB
C
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/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: /Commando/Code/Tools/pluglib/plane.h 8 4/22/98 6:36p Greg_h $ */
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Voxel Technology *
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* *
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* File Name : PLANE.H *
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* *
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* Programmer : Greg Hjelstrom *
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* *
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* Start Date : 03/17/97 *
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* *
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* Last Update : March 17, 1997 [GH] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef PLANE_H
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#define PLANE_H
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#ifndef VECTOR3_H
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#include "vector3.h"
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#endif
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/*
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** PlaneClass
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**
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** 3D-planes. This class needs to be fleshed out but it does what I need for now.
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*/
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class PlaneClass
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{
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public:
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Vector3 N;
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float D;
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PlaneClass(void) : N(0.0f,0.0f,1.0f), D(0.0f) { }
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PlaneClass(float a,float b,float c,float d) : N(a,b,c),D(d) { }
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PlaneClass(const Vector3 & normal,float dist) : N(normal), D(dist) { }
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// Create a plane given the normal and a point on the plane
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PlaneClass(const Vector3 & normal,const Vector3 & point);
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// Create a plane out of three points, ordered according to a right-hand convention.
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PlaneClass(const Vector3 & point1, const Vector3 & point2, const Vector3 & point3);
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void Set(float a,float b,float c,float d) { N[0] = a; N[1] = b; N[2] = c; D = d; }
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};
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inline PlaneClass::PlaneClass(const Vector3 & normal,const Vector3 & point)
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{
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N = normal;
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D = Vector3::Dot_Product(normal , point);
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}
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inline PlaneClass::PlaneClass(const Vector3 & point1, const Vector3 & point2, const Vector3 & point3)
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{
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N = Vector3::Cross_Product((point2 - point1), (point3 - point1));
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if (N != Vector3(0.0f, 0.0f, 0.0f)) {
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// Points are not colinear. Normalize N and calculate D.
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N.Normalize();
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D = N * point1;
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} else {
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// They are colinear - return default plane (constructors can't fail).
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N = Vector3(0.0f, 0.0f, 1.0f);
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D = 0.0f;
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}
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}
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inline bool In_Front(const Vector3 & point,const PlaneClass & plane)
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{
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double dist = point * plane.N;
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return (dist > plane.D);
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}
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#endif /*PLANE_H*/
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