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/*
* 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 <b>normal</b> and
goes through the point <b>point</b>. 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 <b>normal</b> is not
necessarily equal to <code>plane.setNormal(normal);
plane.getNormal();</code> */
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);
}
}
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