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- import { Vector3, Matrix } from "./math.vector.js";
- /**
- * Represents a plane by the equation ax + by + cz + d = 0
- */
- export class Plane {
- /**
- * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
- * @param a a component of the plane
- * @param b b component of the plane
- * @param c c component of the plane
- * @param d d component of the plane
- */
- constructor(a, b, c, d) {
- this.normal = new Vector3(a, b, c);
- this.d = d;
- }
- /**
- * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
- */
- asArray() {
- return [this.normal.x, this.normal.y, this.normal.z, this.d];
- }
- // Methods
- /**
- * @returns a new plane copied from the current Plane.
- */
- clone() {
- return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
- }
- /**
- * @returns the string "Plane".
- */
- getClassName() {
- return "Plane";
- }
- /**
- * @returns the Plane hash code.
- */
- getHashCode() {
- let hash = this.normal.getHashCode();
- hash = (hash * 397) ^ (this.d | 0);
- return hash;
- }
- /**
- * Normalize the current Plane in place.
- * @returns the updated Plane.
- */
- normalize() {
- const norm = Math.sqrt(this.normal.x * this.normal.x + this.normal.y * this.normal.y + this.normal.z * this.normal.z);
- let magnitude = 0.0;
- if (norm !== 0) {
- magnitude = 1.0 / norm;
- }
- this.normal.x *= magnitude;
- this.normal.y *= magnitude;
- this.normal.z *= magnitude;
- this.d *= magnitude;
- return this;
- }
- /**
- * Applies a transformation the plane and returns the result
- * @param transformation the transformation matrix to be applied to the plane
- * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
- */
- transform(transformation) {
- const invertedMatrix = Plane._TmpMatrix;
- transformation.invertToRef(invertedMatrix);
- const m = invertedMatrix.m;
- const x = this.normal.x;
- const y = this.normal.y;
- const z = this.normal.z;
- const d = this.d;
- const normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
- const normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
- const normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
- const finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
- return new Plane(normalX, normalY, normalZ, finalD);
- }
- /**
- * Compute the dot product between the point and the plane normal
- * @param point point to calculate the dot product with
- * @returns the dot product (float) of the point coordinates and the plane normal.
- */
- dotCoordinate(point) {
- return this.normal.x * point.x + this.normal.y * point.y + this.normal.z * point.z + this.d;
- }
- /**
- * Updates the current Plane from the plane defined by the three given points.
- * @param point1 one of the points used to construct the plane
- * @param point2 one of the points used to construct the plane
- * @param point3 one of the points used to construct the plane
- * @returns the updated Plane.
- */
- copyFromPoints(point1, point2, point3) {
- const x1 = point2.x - point1.x;
- const y1 = point2.y - point1.y;
- const z1 = point2.z - point1.z;
- const x2 = point3.x - point1.x;
- const y2 = point3.y - point1.y;
- const z2 = point3.z - point1.z;
- const yz = y1 * z2 - z1 * y2;
- const xz = z1 * x2 - x1 * z2;
- const xy = x1 * y2 - y1 * x2;
- const pyth = Math.sqrt(yz * yz + xz * xz + xy * xy);
- let invPyth;
- if (pyth !== 0) {
- invPyth = 1.0 / pyth;
- }
- else {
- invPyth = 0.0;
- }
- this.normal.x = yz * invPyth;
- this.normal.y = xz * invPyth;
- this.normal.z = xy * invPyth;
- this.d = -(this.normal.x * point1.x + this.normal.y * point1.y + this.normal.z * point1.z);
- return this;
- }
- /**
- * Checks if the plane is facing a given direction (meaning if the plane's normal is pointing in the opposite direction of the given vector).
- * Note that for this function to work as expected you should make sure that:
- * - direction and the plane normal are normalized
- * - epsilon is a number just bigger than -1, something like -0.99 for eg
- * @param direction the direction to check if the plane is facing
- * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
- * @returns True if the plane is facing the given direction
- */
- isFrontFacingTo(direction, epsilon) {
- const dot = Vector3.Dot(this.normal, direction);
- return dot <= epsilon;
- }
- /**
- * Calculates the distance to a point
- * @param point point to calculate distance to
- * @returns the signed distance (float) from the given point to the Plane.
- */
- signedDistanceTo(point) {
- return Vector3.Dot(point, this.normal) + this.d;
- }
- // Statics
- /**
- * Creates a plane from an array
- * @param array the array to create a plane from
- * @returns a new Plane from the given array.
- */
- static FromArray(array) {
- return new Plane(array[0], array[1], array[2], array[3]);
- }
- /**
- * Creates a plane from three points
- * @param point1 point used to create the plane
- * @param point2 point used to create the plane
- * @param point3 point used to create the plane
- * @returns a new Plane defined by the three given points.
- */
- static FromPoints(point1, point2, point3) {
- const result = new Plane(0.0, 0.0, 0.0, 0.0);
- result.copyFromPoints(point1, point2, point3);
- return result;
- }
- /**
- * Creates a plane from an origin point and a normal
- * @param origin origin of the plane to be constructed
- * @param normal normal of the plane to be constructed
- * @returns a new Plane the normal vector to this plane at the given origin point.
- */
- static FromPositionAndNormal(origin, normal) {
- const plane = new Plane(0.0, 0.0, 0.0, 0.0);
- return this.FromPositionAndNormalToRef(origin, normal, plane);
- }
- /**
- * Updates the given Plane "result" from an origin point and a normal.
- * @param origin origin of the plane to be constructed
- * @param normal the normalized normals of the plane to be constructed
- * @param result defines the Plane where to store the result
- * @returns result input
- */
- static FromPositionAndNormalToRef(origin, normal, result) {
- result.normal.copyFrom(normal);
- result.normal.normalize();
- result.d = -origin.dot(result.normal);
- return result;
- }
- /**
- * Calculates the distance from a plane and a point
- * @param origin origin of the plane to be constructed
- * @param normal normal of the plane to be constructed
- * @param point point to calculate distance to
- * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
- */
- static SignedDistanceToPlaneFromPositionAndNormal(origin, normal, point) {
- const d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
- return Vector3.Dot(point, normal) + d;
- }
- }
- Plane._TmpMatrix = Matrix.Identity();
- //# sourceMappingURL=math.plane.js.map
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