100 lines
3.1 KiB
C#
100 lines
3.1 KiB
C#
/* The MIT License
|
|
*
|
|
* Copyright (c) 2010 Intel Corporation.
|
|
* All rights reserved.
|
|
*
|
|
* Based on the convexdecomposition library from
|
|
* <http://codesuppository.googlecode.com> by John W. Ratcliff and Stan Melax.
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
* of this software and associated documentation files (the "Software"), to deal
|
|
* in the Software without restriction, including without limitation the rights
|
|
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
* copies of the Software, and to permit persons to whom the Software is
|
|
* furnished to do so, subject to the following conditions:
|
|
*
|
|
* The above copyright notice and this permission notice shall be included in
|
|
* all copies or substantial portions of the Software.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
* THE SOFTWARE.
|
|
*/
|
|
|
|
using System;
|
|
|
|
namespace OpenSim.Region.Physics.ConvexDecompositionDotNet
|
|
{
|
|
public class Plane
|
|
{
|
|
public float3 normal = new float3();
|
|
public float dist; // distance below origin - the D from plane equasion Ax+By+Cz+D=0
|
|
|
|
public Plane(float3 n, float d)
|
|
{
|
|
normal = new float3(n);
|
|
dist = d;
|
|
}
|
|
|
|
public Plane(Plane p)
|
|
{
|
|
normal = new float3(p.normal);
|
|
dist = p.dist;
|
|
}
|
|
|
|
public Plane()
|
|
{
|
|
dist = 0;
|
|
}
|
|
|
|
public void Transform(float3 position, Quaternion orientation)
|
|
{
|
|
// Transforms the plane to the space defined by the
|
|
// given position/orientation
|
|
float3 newNormal = Quaternion.Inverse(orientation) * normal;
|
|
float3 origin = Quaternion.Inverse(orientation) * (-normal * dist - position);
|
|
|
|
normal = newNormal;
|
|
dist = -float3.dot(newNormal, origin);
|
|
}
|
|
|
|
public override int GetHashCode()
|
|
{
|
|
return normal.GetHashCode() ^ dist.GetHashCode();
|
|
}
|
|
|
|
public override bool Equals(object obj)
|
|
{
|
|
Plane p = obj as Plane;
|
|
if (p == null)
|
|
return false;
|
|
|
|
return this == p;
|
|
}
|
|
|
|
public static bool operator ==(Plane a, Plane b)
|
|
{
|
|
return (a.normal == b.normal && a.dist == b.dist);
|
|
}
|
|
|
|
public static bool operator !=(Plane a, Plane b)
|
|
{
|
|
return !(a == b);
|
|
}
|
|
|
|
public static Plane PlaneFlip(Plane plane)
|
|
{
|
|
return new Plane(-plane.normal, -plane.dist);
|
|
}
|
|
|
|
public static bool coplanar(Plane a, Plane b)
|
|
{
|
|
return (a == b || a == PlaneFlip(b));
|
|
}
|
|
}
|
|
}
|