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#pragma once
#include "config/types.h"
#include "ray.h"
#include <glm/geometric.hpp>
#include <glm/gtx/intersect.hpp>
#include <glm/vec3.hpp>
#include <optional>
class GeometricPlane {
public:
struct DistAndPosition {
float dist;
Position3D position;
};
enum class PlaneRelation { Above, Below, On };
Position3D origin;
Normal3D normal;
[[nodiscard]] inline PlaneRelation
getRelation(Position3D point) const
{
const auto d = glm::dot(normal, point - origin);
return d < 0.F ? PlaneRelation::Below : d > 0.F ? PlaneRelation::Above : PlaneRelation::On;
}
[[nodiscard]] inline std::optional<DistAndPosition>
getRayIntersectPosition(const Ray & ray) const
{
float dist {};
if (!glm::intersectRayPlane(ray.start, ray.direction, origin, normal, dist)) {
return {};
}
return DistAndPosition {dist, ray.start + (ray.direction * dist)};
}
inline static bool
isIntersect(PlaneRelation a, PlaneRelation b)
{
return ((a == PlaneRelation::Above && b == PlaneRelation::Below)
|| (a == PlaneRelation::Below && b == PlaneRelation::Above));
}
};
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