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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgrePlane.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ // Original free version by: // Magic Software, Inc. // http://www.geometrictools.com/ // Copyright (c) 2000, All Rights Reserved #ifndef __Plane_H__ #define __Plane_H__ #include "OgrePrerequisites.h" #include "OgreVector3.h" namespace Ogre { /** Defines a plane in 3D space. @remarks A plane is defined in 3D space by the equation Ax + By + Cz + D = 0 @par This equates to a vector (the normal of the plane, whose x, y and z components equate to the coefficients A, B and C respectively), and a constant (D) which is the distance along the normal you have to go to move the plane back to the origin. */ class _OgreExport Plane { public: /** Default constructor - sets everything to 0. */ Plane (); Plane (const Plane& rhs); /** Construct a plane through a normal, and a distance to move the plane along the normal.*/ Plane (const Vector3& rkNormal, Real fConstant); Plane (const Vector3& rkNormal, const Vector3& rkPoint); Plane (const Vector3& rkPoint0, const Vector3& rkPoint1, const Vector3& rkPoint2); /** The "positive side" of the plane is the half space to which the plane normal points. The "negative side" is the other half space. The flag "no side" indicates the plane itself. */ enum Side { NO_SIDE, POSITIVE_SIDE, NEGATIVE_SIDE, BOTH_SIDE }; Side getSide (const Vector3& rkPoint) const; /** returns the side where the aligneBox is. the flag BOTH_SIDE indicates an intersecting box. one corner ON the plane is sufficient to consider the box and the plane intersecting. */ Side getSide (const AxisAlignedBox& rkBox) const; /** Returns which side of the plane that the given box lies on. The box is defined as centre/half-size pairs for effectively. @param centre The centre of the box. @param halfSize The half-size of the box. @returns POSITIVE_SIDE if the box complete lies on the "positive side" of the plane, NEGATIVE_SIDE if the box complete lies on the "negative side" of the plane, and BOTH_SIDE if the box intersects the plane. */ Side getSide (const Vector3& centre, const Vector3& halfSize) const; /** This is a pseudodistance. The sign of the return value is positive if the point is on the positive side of the plane, negative if the point is on the negative side, and zero if the point is on the plane. @par The absolute value of the return value is the true distance only when the plane normal is a unit length vector. */ Real getDistance (const Vector3& rkPoint) const; /** Redefine this plane based on 3 points. */ void redefine(const Vector3& rkPoint0, const Vector3& rkPoint1, const Vector3& rkPoint2); /** Redefine this plane based on a normal and a point. */ void redefine(const Vector3& rkNormal, const Vector3& rkPoint); /** Project a vector onto the plane. @remarks This gives you the element of the input vector that is perpendicular to the normal of the plane. You can get the element which is parallel to the normal of the plane by subtracting the result of this method from the original vector, since parallel + perpendicular = original. @param v The input vector */ Vector3 projectVector(const Vector3& v) const; /** Normalises the plane. @remarks This method normalises the plane's normal and the length scale of d is as well. @note This function will not crash for zero-sized vectors, but there will be no changes made to their components. @returns The previous length of the plane's normal. */ Real normalise(void); Vector3 normal; Real d; /// Comparison operator bool operator==(const Plane& rhs) const { return (rhs.d == d && rhs.normal == normal); } bool operator!=(const Plane& rhs) const { return (rhs.d != d && rhs.normal != normal); } _OgreExport friend std::ostream& operator<< (std::ostream& o, const Plane& p); }; typedef std::vector
PlaneList; } // namespace Ogre #endif
OgrePlane.h
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