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78 lines
2.6 KiB
C++
78 lines
2.6 KiB
C++
//
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// PlaneShape.cpp
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// libraries/shared/src
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//
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// Created by Andrzej Kapolka on 4/10/2014.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "GLMHelpers.h"
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#include "NumericalConstants.h"
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#include "PlaneShape.h"
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const glm::vec3 UNROTATED_NORMAL(0.0f, 1.0f, 0.0f);
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PlaneShape::PlaneShape(const glm::vec4& coefficients) :
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Shape(PLANE_SHAPE) {
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glm::vec3 normal = glm::vec3(coefficients);
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_translation = -normal * coefficients.w;
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float angle = acosf(glm::dot(normal, UNROTATED_NORMAL));
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if (angle > EPSILON) {
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if (angle > PI - EPSILON) {
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_rotation = glm::angleAxis(PI, glm::vec3(1.0f, 0.0f, 0.0f));
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} else {
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_rotation = glm::angleAxis(angle, glm::normalize(glm::cross(UNROTATED_NORMAL, normal)));
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}
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}
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}
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glm::vec3 PlaneShape::getNormal() const {
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return _rotation * UNROTATED_NORMAL;
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}
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void PlaneShape::setNormal(const glm::vec3& direction) {
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glm::vec3 oldTranslation = _translation;
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_rotation = rotationBetween(UNROTATED_NORMAL, direction);
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glm::vec3 normal = getNormal();
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_translation = glm::dot(oldTranslation, normal) * normal;
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}
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void PlaneShape::setPoint(const glm::vec3& point) {
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glm::vec3 normal = getNormal();
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_translation = glm::dot(point, normal) * normal;
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}
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glm::vec4 PlaneShape::getCoefficients() const {
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glm::vec3 normal = _rotation * UNROTATED_NORMAL;
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return glm::vec4(normal.x, normal.y, normal.z, -glm::dot(normal, _translation));
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}
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bool PlaneShape::findRayIntersection(RayIntersectionInfo& intersection) const {
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glm::vec3 n = getNormal();
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float denominator = glm::dot(n, intersection._rayDirection);
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if (fabsf(denominator) < EPSILON) {
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// line is parallel to plane
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if (glm::dot(_translation - intersection._rayStart, n) < EPSILON) {
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// ray starts on the plane
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intersection._hitDistance = 0.0f;
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intersection._hitNormal = n;
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intersection._hitShape = const_cast<PlaneShape*>(this);
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return true;
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}
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} else {
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float d = glm::dot(_translation - intersection._rayStart, n) / denominator;
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if (d > 0.0f && d < intersection._rayLength && d < intersection._hitDistance) {
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// ray points toward plane
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intersection._hitDistance = d;
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intersection._hitNormal = n;
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intersection._hitShape = const_cast<PlaneShape*>(this);
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return true;
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}
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}
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return false;
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}
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