6e8fbca745
match the genesis editor version 1.3.0.653.
350 lines
15 KiB
C#
350 lines
15 KiB
C#
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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namespace ScriptRuntime
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{
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using System;
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using System.ComponentModel;
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using System.Globalization;
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using System.Runtime.InteropServices;
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/// <summary>
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/// 定义一个平面
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/// </summary>
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[Serializable, StructLayout(LayoutKind.Sequential)]
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public struct Plane : IEquatable<Plane>
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{
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/// <summary>
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/// 平面的法向量
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/// </summary>
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public Vector3 Normal;
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/// <summary>
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/// 到原点的距离
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/// </summary>
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public float D;
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/// <summary>
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/// 创建一个平面实例
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/// </summary>
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/// <param name="a">法向量X轴分量</param>
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/// <param name="b">法向量Y轴分量</param>
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/// <param name="c">法向量Z轴分量</param>
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/// <param name="d">平面到原点的距离</param>
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public Plane(float a, float b, float c, float d)
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{
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this.Normal.X = a;
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this.Normal.Y = b;
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this.Normal.Z = c;
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this.D = d;
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}
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/// <summary>
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/// 创建一个平面实例
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/// </summary>
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/// <param name="normal">平面的法向量</param>
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/// <param name="d">平面到原点的距离</param>
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public Plane(Vector3 normal, float d)
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{
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this.Normal = normal;
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this.D = d;
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}
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/// <summary>
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/// 创建一个平面实例
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/// </summary>
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/// <param name="point1">三个顶点确定一个平面之一</param>
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/// <param name="point2">三个顶点确定一个平面之二</param>
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/// <param name="point3">三个顶点确定一个平面之三</param>
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public Plane(Vector3 point1, Vector3 point2, Vector3 point3)
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{
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float num10 = point2.X - point1.X;
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float num9 = point2.Y - point1.Y;
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float num8 = point2.Z - point1.Z;
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float num7 = point3.X - point1.X;
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float num6 = point3.Y - point1.Y;
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float num5 = point3.Z - point1.Z;
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float num4 = (num9 * num5) - (num8 * num6);
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float num3 = (num8 * num7) - (num10 * num5);
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float num2 = (num10 * num6) - (num9 * num7);
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float num11 = ((num4 * num4) + (num3 * num3)) + (num2 * num2);
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float num = 1f / ((float) Math.Sqrt((double) num11));
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this.Normal.X = num4 * num;
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this.Normal.Y = num3 * num;
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this.Normal.Z = num2 * num;
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this.D = -(((this.Normal.X * point1.X) + (this.Normal.Y * point1.Y)) + (this.Normal.Z * point1.Z));
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}
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/// <summary>
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/// 创建一个平面实例
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/// </summary>
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/// <param name="normal">平面的法向量</param>
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/// <param name="point">平面上的一个点</param>
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public Plane(Vector3 normal, Vector3 point)
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{
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this.Normal = normal;
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this.D = -(((this.Normal.X * point.X) + (this.Normal.Y * point.Y)) + (this.Normal.Z * point.Z));
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}
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/// <summary>
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/// 判断两个平面是否相等
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/// </summary>
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/// <param name="other">指定的平面</param>
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/// <returns>相等true,不相等false</returns>
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public bool Equals(Plane other)
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{
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return ((((this.Normal.X == other.Normal.X) && (this.Normal.Y == other.Normal.Y)) && (this.Normal.Z == other.Normal.Z)) && (this.D == other.D));
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}
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/// <summary>
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/// 判断两个平面是否相等
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/// </summary>
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/// <param name="obj">指定的对象</param>
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/// <returns>相等true,不相等false</returns>
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public override bool Equals(object obj)
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{
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bool flag = false;
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if (obj is Plane)
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{
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flag = this.Equals((Plane) obj);
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}
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return flag;
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}
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/// <summary>
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/// 获取平面对象的哈希码
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/// </summary>
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/// <returns>哈希码</returns>
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public override int GetHashCode()
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{
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return (this.Normal.GetHashCode() + this.D.GetHashCode());
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}
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/// <summary>
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/// 用字符串表示平面
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/// </summary>
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/// <returns>表示当前平面的字符串</returns>
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public override string ToString()
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{
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CultureInfo currentCulture = CultureInfo.CurrentCulture;
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return string.Format(currentCulture, "Normal:{0} D:{1}", new object[] { this.Normal.ToString(), this.D.ToString(currentCulture) });
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}
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/// <summary>
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/// 用一个矩阵转换标准化平面
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/// </summary>
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/// <param name="matrix">转换矩阵</param>
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/// <param name="plane">要转换的平面,在这个方法调用前,要保证平面的法向量是单位向量</param>
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/// <returns></returns>
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public static Plane Transform(Matrix44 matrix, Plane plane)
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{
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Plane plane2;
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Matrix44 matrix2;
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Matrix44.Invert(ref matrix, out matrix2);
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float x = plane.Normal.X;
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float y = plane.Normal.Y;
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float z = plane.Normal.Z;
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float d = plane.D;
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plane2.Normal.X = (((x * matrix2.M00) + (y * matrix2.M10)) + (z * matrix2.M20)) + (d * matrix2.M30);
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plane2.Normal.Y = (((x * matrix2.M01) + (y * matrix2.M11)) + (z * matrix2.M21)) + (d * matrix2.M31);
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plane2.Normal.Z = (((x * matrix2.M02) + (y * matrix2.M12)) + (z * matrix2.M22)) + (d * matrix2.M32);
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plane2.D = (((x * matrix2.M03) + (y * matrix2.M13)) + (z * matrix2.M23)) + (d * matrix2.M33);
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return plane2;
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}
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/// <summary>
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/// 用一个矩阵转换标准化平面
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/// </summary>
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/// <param name="matrix">转换矩阵</param>
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/// <param name="plane">要转换的平面,在这个方法调用前,要保证平面的法向量是单位向量</param>
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/// <param name="result">[输出属性] 一个现有的平面保存这个结果</param>
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public static void Transform(ref Matrix44 matrix, ref Plane plane, out Plane result)
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{
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Matrix44 matrix2;
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Matrix44.Invert(ref matrix, out matrix2);
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float x = plane.Normal.X;
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float y = plane.Normal.Y;
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float z = plane.Normal.Z;
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float d = plane.D;
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result.Normal.X = (((x * matrix2.M00) + (y * matrix2.M10)) + (z * matrix2.M20)) + (d * matrix2.M30);
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result.Normal.Y = (((x * matrix2.M01) + (y * matrix2.M11)) + (z * matrix2.M21)) + (d * matrix2.M31);
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result.Normal.Z = (((x * matrix2.M02) + (y * matrix2.M12)) + (z * matrix2.M22)) + (d * matrix2.M32);
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result.D = (((x * matrix2.M03) + (y * matrix2.M13)) + (z * matrix2.M23)) + (d * matrix2.M33);
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}
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/// <summary>
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/// 检查这个平面是否与指定包围盒相交
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/// </summary>
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/// <param name="box">指定的包围盒</param>
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/// <returns>表明关系的枚举类型</returns>
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public PlaneIntersectionStatus Intersects(BoundingBox box)
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{
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Vector3 vector;
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Vector3 vector2;
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vector2.X = (this.Normal.X >= 0f) ? box.Min.X : box.Max.X;
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vector2.Y = (this.Normal.Y >= 0f) ? box.Min.Y : box.Max.Y;
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vector2.Z = (this.Normal.Z >= 0f) ? box.Min.Z : box.Max.Z;
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vector.X = (this.Normal.X >= 0f) ? box.Max.X : box.Min.X;
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vector.Y = (this.Normal.Y >= 0f) ? box.Max.Y : box.Min.Y;
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vector.Z = (this.Normal.Z >= 0f) ? box.Max.Z : box.Min.Z;
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float num = ((this.Normal.X * vector2.X) + (this.Normal.Y * vector2.Y)) + (this.Normal.Z * vector2.Z);
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if ((num + this.D) > 0f)
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{
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return PlaneIntersectionStatus.Front;
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}
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num = ((this.Normal.X * vector.X) + (this.Normal.Y * vector.Y)) + (this.Normal.Z * vector.Z);
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if ((num + this.D) < 0f)
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{
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return PlaneIntersectionStatus.Back;
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}
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return PlaneIntersectionStatus.Intersecting;
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}
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/// <summary>
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/// 检查这个平面是否与指定包围盒相交
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/// </summary>
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/// <param name="box">指定的包围盒</param>
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/// <param name="result">[输出属性] 表明关系的枚举类型</param>
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public void Intersects(ref BoundingBox box, out PlaneIntersectionStatus result)
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{
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Vector3 vector;
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Vector3 vector2;
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vector2.X = (this.Normal.X >= 0f) ? box.Min.X : box.Max.X;
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vector2.Y = (this.Normal.Y >= 0f) ? box.Min.Y : box.Max.Y;
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vector2.Z = (this.Normal.Z >= 0f) ? box.Min.Z : box.Max.Z;
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vector.X = (this.Normal.X >= 0f) ? box.Max.X : box.Min.X;
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vector.Y = (this.Normal.Y >= 0f) ? box.Max.Y : box.Min.Y;
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vector.Z = (this.Normal.Z >= 0f) ? box.Max.Z : box.Min.Z;
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float num = ((this.Normal.X * vector2.X) + (this.Normal.Y * vector2.Y)) + (this.Normal.Z * vector2.Z);
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if ((num + this.D) > 0f)
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{
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result = PlaneIntersectionStatus.Front;
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}
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else
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{
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num = ((this.Normal.X * vector.X) + (this.Normal.Y * vector.Y)) + (this.Normal.Z * vector.Z);
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if ((num + this.D) < 0f)
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{
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result = PlaneIntersectionStatus.Back;
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}
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else
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{
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result = PlaneIntersectionStatus.Intersecting;
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}
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}
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}
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/// <summary>
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/// 检查这个平面是否与指定包围断面锥相交
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/// </summary>
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/// <param name="frustum">指定的包围断面锥</param>
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/// <returns>表明关系的枚举类型</returns>
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public PlaneIntersectionStatus Intersects(BoundingFrustum frustum)
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{
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if (null == frustum)
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{
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throw new ArgumentNullException("frustum", FrameworkResources.NullNotAllowed);
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}
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return frustum.Intersects(this);
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}
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/// <summary>
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/// 检查这个平面是否与指定包围球相交
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/// </summary>
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/// <param name="sphere">指定的包围球</param>
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/// <returns>表明关系的枚举类型</returns>
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public PlaneIntersectionStatus Intersects(BoundingSphere sphere)
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{
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float num2 = ((sphere.Center.X * this.Normal.X) + (sphere.Center.Y * this.Normal.Y)) + (sphere.Center.Z * this.Normal.Z);
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float num = num2 + this.D;
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if (num > sphere.Radius)
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{
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return PlaneIntersectionStatus.Front;
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}
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if (num < -sphere.Radius)
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{
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return PlaneIntersectionStatus.Back;
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}
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return PlaneIntersectionStatus.Intersecting;
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}
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/// <summary>
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/// 检查这个平面是否与指定射线相交
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/// </summary>
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/// <param name="ray">指定的射线</param>
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/// <returns>相交为true,不相交为false</returns>
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public bool Intersects(Ray ray)
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{
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return ray.Intersects(this);
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}
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public bool Intersects(ref Ray ray, out float result)
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{
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float vdot = Vector3.Dot(ray.Direction, this.Normal);
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float ndot = -Vector3.Dot(ray.Position, this.Normal) - this.D;
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result = 0f;
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float dist = Math.Abs(vdot);
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if (dist < 0.000001F)
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return false;
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// the resulting intersection is behind the origin of the ray
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// if the result is negative ( enter < 0 )
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result = ndot / vdot;
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return result > 0.0F;
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}
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/// <summary>
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/// 检查这个平面是否与指定包围球相交
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/// </summary>
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/// <param name="sphere">指定的包围球</param>
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/// <param name="result">表明关系的枚举类型</param>
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public void Intersects(ref BoundingSphere sphere, out PlaneIntersectionStatus result)
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{
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float num2 = ((sphere.Center.X * this.Normal.X) + (sphere.Center.Y * this.Normal.Y)) + (sphere.Center.Z * this.Normal.Z);
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float num = num2 + this.D;
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if (num > sphere.Radius)
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{
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result = PlaneIntersectionStatus.Front;
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}
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else if (num < -sphere.Radius)
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{
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result = PlaneIntersectionStatus.Back;
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}
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else
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{
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result = PlaneIntersectionStatus.Intersecting;
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}
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}
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/// <summary>
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/// 判断两个平面是否相等
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/// </summary>
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/// <param name="lhs">符号左边的平面</param>
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/// <param name="rhs">符号右边的平面</param>
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/// <returns>相等true,不相等false</returns>
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public static bool operator ==(Plane lhs, Plane rhs)
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{
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return lhs.Equals(rhs);
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}
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/// <summary>
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/// 判断两个平面是否不相等
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/// </summary>
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/// <param name="lhs">符号左边的平面</param>
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/// <param name="rhs">符号左边的平面</param>
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/// <returns>不相等true,相等false<</returns>
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public static bool operator !=(Plane lhs, Plane rhs)
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{
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if (((lhs.Normal.X == rhs.Normal.X) && (lhs.Normal.Y == rhs.Normal.Y)) && (lhs.Normal.Z == rhs.Normal.Z))
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{
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return !(lhs.D == rhs.D);
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}
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return true;
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}
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}
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}
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