/* * gleem -- OpenGL Extremely Easy-To-Use Manipulators. * Copyright (C) 1998-2003 Kenneth B. Russell (kbrussel@alum.mit.edu) * * Copying, distribution and use of this software in source and binary * forms, with or without modification, is permitted provided that the * following conditions are met: * * Distributions of source code must reproduce the copyright notice, * this list of conditions and the following disclaimer in the source * code header files; and Distributions of binary code must reproduce * the copyright notice, this list of conditions and the following * disclaimer in the documentation, Read me file, license file and/or * other materials provided with the software distribution. * * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright * holder may not be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION, * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED * WARRANTY OF FITNESS FOR SUCH USES. */ package gleem.linalg; /** Represents a plane in 3D space. */ public class Plane { /** Normalized */ private Vec3f normal; private Vec3f point; /** Constant for faster projection and intersection */ float c; /** Default constructor initializes normal to (0, 1, 0) and point to (0, 0, 0) */ public Plane() { normal = new Vec3f(0, 1, 0); point = new Vec3f(0, 0, 0); recalc(); } /** Sets all parameters of plane. Plane has normal normal and goes through the point point. Normal does not need to be unit length but must not be the zero vector. */ public Plane(Vec3f normal, Vec3f point) { this.normal = new Vec3f(normal); this.normal.normalize(); this.point = new Vec3f(point); recalc(); } /** Setter does some work to maintain internal caches. Normal does not need to be unit length but must not be the zero vector. */ public void setNormal(Vec3f normal) { this.normal.set(normal); this.normal.normalize(); recalc(); } /** Normal is normalized internally, so normal is not necessarily equal to plane.setNormal(normal); plane.getNormal(); */ public Vec3f getNormal() { return normal; } /** Setter does some work to maintain internal caches */ public void setPoint(Vec3f point) { this.point.set(point); recalc(); } public Vec3f getPoint() { return point; } /** Project a point onto the plane */ public void projectPoint(Vec3f pt, Vec3f projPt) { float scale = normal.dot(pt) - c; projPt.set(pt.minus(normal.times(normal.dot(point) - c))); } /** Intersect a ray with the plane. Returns true if intersection occurred, false otherwise. This is a two-sided ray cast. */ public boolean intersectRay(Vec3f rayStart, Vec3f rayDirection, IntersectionPoint intPt) { float denom = normal.dot(rayDirection); if (denom == 0) return false; intPt.setT((c - normal.dot(rayStart)) / denom); intPt.setIntersectionPoint(rayStart.plus(rayDirection.times(intPt.getT()))); return true; } //---------------------------------------------------------------------- // Internals only below this point // private void recalc() { c = normal.dot(point); } }