Last change
on this file since 1185 was 1114, checked in by iritscen, 5 years ago |
Adding OniSplit source code (v0.9.99.0). Many thanks to Neo for all his work over the years.
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File size:
2.5 KB
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1 | using System;
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2 |
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3 | namespace Oni
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4 | {
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5 | internal struct Plane : IEquatable<Plane>
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6 | {
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7 | public Vector3 Normal;
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8 | public float D;
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9 |
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10 | public Plane(Vector3 normal, float d)
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11 | {
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12 | Normal = normal;
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13 | D = d;
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14 | }
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15 |
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16 | public Plane(Vector3 point1, Vector3 point2, Vector3 point3)
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17 | {
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18 | Normal = Vector3.Normalize(Vector3.Cross(point2 - point1, point3 - point1));
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19 | D = -Vector3.Dot(Normal, point1);
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20 | }
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21 |
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22 | public float DotCoordinate(Vector3 point) => Vector3.Dot(Normal, point) + D;
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23 |
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24 | public float DotNormal(Vector3 value) => Vector3.Dot(Normal, value);
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25 |
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26 | public void Flip()
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27 | {
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28 | Normal = -Normal;
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29 | D = -D;
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30 | }
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31 |
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32 | public static Plane Flip(Plane plane)
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33 | {
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34 | plane.Normal = -plane.Normal;
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35 | plane.D = -plane.D;
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36 |
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37 | return plane;
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38 | }
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39 |
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40 | public static bool operator ==(Plane p1, Plane p2) => p1.D == p2.D && p1.Normal == p2.Normal;
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41 | public static bool operator !=(Plane p1, Plane p2) => p1.D != p2.D || p1.Normal != p2.Normal;
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42 |
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43 | public bool Equals(Plane other) => other.D == D && other.Normal == Normal;
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44 |
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45 | public override bool Equals(object obj) => obj is Plane && Equals((Plane)obj);
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46 | public override int GetHashCode() => Normal.GetHashCode() ^ D.GetHashCode();
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47 |
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48 | public override string ToString() => $"{{Normal:{Normal} D:{D}}}";
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49 |
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50 | public int Intersects(BoundingBox box)
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51 | {
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52 | Vector3 max, min;
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53 |
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54 | if (Normal.X >= 0.0f)
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55 | {
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56 | min.X = box.Min.X;
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57 | max.X = box.Max.X;
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58 | }
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59 | else
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60 | {
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61 | min.X = box.Max.X;
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62 | max.X = box.Min.X;
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63 | }
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64 |
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65 | if (Normal.Y >= 0.0f)
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66 | {
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67 | min.Y = box.Min.Y;
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68 | max.Y = box.Max.Y;
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69 | }
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70 | else
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71 | {
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72 | min.Y = box.Max.Y;
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73 | max.Y = box.Min.Y;
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74 | }
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75 |
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76 | if (Normal.Z >= 0.0f)
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77 | {
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78 | min.Z = box.Min.Z;
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79 | max.Z = box.Max.Z;
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80 | }
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81 | else
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82 | {
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83 | min.Z = box.Max.Z;
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84 | max.Z = box.Min.Z;
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85 | }
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86 |
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87 | if (Vector3.Dot(Normal, min) + D > 0.0f)
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88 | return 1;
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89 | else if (Vector3.Dot(Normal, max) + D < 0.0f)
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90 | return -1;
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91 | else
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92 | return 0;
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93 | }
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94 | }
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95 | }
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