| 1 | // Copyright (C) 2008-2012 NVIDIA Corporation. |
| 2 | // Copyright (C) 2019 The Qt Company Ltd. |
| 3 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 4 | |
| 5 | #ifndef QSSGPLANE_H |
| 6 | #define QSSGPLANE_H |
| 7 | |
| 8 | // |
| 9 | // W A R N I N G |
| 10 | // ------------- |
| 11 | // |
| 12 | // This file is not part of the Qt API. It exists purely as an |
| 13 | // implementation detail. This header file may change from version to |
| 14 | // version without notice, or even be removed. |
| 15 | // |
| 16 | // We mean it. |
| 17 | // |
| 18 | |
| 19 | #include <QtQuick3DUtils/private/qtquick3dutilsglobal_p.h> |
| 20 | #include <QtGui/QVector3D> |
| 21 | #include <QtCore/qmath.h> |
| 22 | |
| 23 | QT_BEGIN_NAMESPACE |
| 24 | |
| 25 | /** |
| 26 | \brief Representation of a plane. |
| 27 | |
| 28 | Plane equation used: n.dot(v) + d = 0 |
| 29 | */ |
| 30 | class Q_QUICK3DUTILS_EXPORT QSSGPlane |
| 31 | { |
| 32 | public: |
| 33 | QSSGPlane() = default; |
| 34 | |
| 35 | /** |
| 36 | \brief Constructor from a normal and a distance |
| 37 | */ |
| 38 | Q_ALWAYS_INLINE QSSGPlane(float nx, float ny, float nz, float distance) : n(nx, ny, nz), d(distance) {} |
| 39 | |
| 40 | /** |
| 41 | \brief Constructor from a normal and a distance |
| 42 | */ |
| 43 | Q_ALWAYS_INLINE QSSGPlane(const QVector3D &normal, float distance) : n(normal), d(distance) {} |
| 44 | |
| 45 | /** |
| 46 | \brief Constructor from a point on the plane and a normal |
| 47 | */ |
| 48 | Q_ALWAYS_INLINE QSSGPlane(const QVector3D &point, const QVector3D &normal) |
| 49 | : n(normal), d(-QVector3D::dotProduct(v1: point, v2: n)) // p satisfies normal.dot(p) + d = 0 |
| 50 | { |
| 51 | } |
| 52 | |
| 53 | /** |
| 54 | \brief Constructor from three points |
| 55 | */ |
| 56 | Q_ALWAYS_INLINE QSSGPlane(const QVector3D &p0, const QVector3D &p1, const QVector3D &p2) |
| 57 | { |
| 58 | n = QVector3D::crossProduct(v1: p1 - p0, v2: p2 - p0).normalized(); |
| 59 | d = QVector3D::dotProduct(v1: -p0, v2: n); |
| 60 | } |
| 61 | |
| 62 | Q_ALWAYS_INLINE float distance(const QVector3D &p) const { return QVector3D::dotProduct(v1: p, v2: n) + d; } |
| 63 | |
| 64 | Q_ALWAYS_INLINE bool contains(const QVector3D &p) const { return qAbs(t: distance(p)) < (1.0e-7f); } |
| 65 | |
| 66 | /** |
| 67 | \brief projects p into the plane |
| 68 | */ |
| 69 | Q_ALWAYS_INLINE QVector3D project(const QVector3D &p) const { return p - n * distance(p); } |
| 70 | |
| 71 | /** |
| 72 | \brief find an arbitrary point in the plane |
| 73 | */ |
| 74 | Q_ALWAYS_INLINE QVector3D pointInPlane() const { return -n * d; } |
| 75 | |
| 76 | /** |
| 77 | \brief equivalent plane with unit normal |
| 78 | */ |
| 79 | |
| 80 | void normalize(); |
| 81 | |
| 82 | QVector3D n; //!< The normal to the plane |
| 83 | float d = 0.0f; //!< The distance from the origin |
| 84 | }; |
| 85 | |
| 86 | QT_END_NAMESPACE |
| 87 | |
| 88 | #endif // QSSGPLANE_H |
| 89 | |