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- using System;
- using System.Diagnostics;
- using System.Runtime.CompilerServices;
- using Unity.IL2CPP.CompilerServices;
-
- namespace Unity.Mathematics.Geometry
- {
- /// <summary>
- /// A plane represented by a normal vector and a distance along the normal from the origin.
- /// </summary>
- /// <remarks>
- /// A plane splits the 3D space in half. The normal vector points to the positive half and the other half is
- /// considered negative.
- /// </remarks>
- [DebuggerDisplay("{Normal}, {Distance}")]
- [Serializable]
- [Il2CppEagerStaticClassConstruction]
- internal struct Plane
- {
- /// <summary>
- /// A plane in the form Ax + By + Cz + Dw = 0.
- /// </summary>
- /// <remarks>
- /// Stores the plane coefficients A, B, C, D where (A, B, C) is a unit normal vector and D is the distance
- /// from the origin. A plane stored with a unit normal vector is called a normalized plane.
- /// </remarks>
- public float4 NormalAndDistance;
-
- /// <summary>
- /// Constructs a Plane from arbitrary coefficients A, B, C, D of the plane equation Ax + By + Cz + Dw = 0.
- /// </summary>
- /// <remarks>
- /// The constructed plane will be the normalized form of the plane specified by the given coefficients.
- /// </remarks>
- /// <param name="coefficientA">Coefficient A from plane equation.</param>
- /// <param name="coefficientB">Coefficient B from plane equation.</param>
- /// <param name="coefficientC">Coefficient C from plane equation.</param>
- /// <param name="coefficientD">Coefficient D from plane equation.</param>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public Plane(float coefficientA, float coefficientB, float coefficientC, float coefficientD)
- {
- NormalAndDistance = Normalize(new float4(coefficientA, coefficientB, coefficientC, coefficientD));
- }
-
- /// <summary>
- /// Constructs a plane with a normal vector and distance from the origin.
- /// </summary>
- /// <remarks>
- /// The constructed plane will be the normalized form of the plane specified by the inputs.
- /// </remarks>
- /// <param name="normal">A non-zero vector that is perpendicular to the plane. It may be any length.</param>
- /// <param name="distance">Distance from the origin along the normal. A negative value moves the plane in the
- /// same direction as the normal while a positive value moves it in the opposite direction.</param>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public Plane(float3 normal, float distance)
- {
- NormalAndDistance = Normalize(new float4(normal, distance));
- }
-
- /// <summary>
- /// Constructs a plane with a normal vector and a point that lies in the plane.
- /// </summary>
- /// <remarks>
- /// The constructed plane will be the normalized form of the plane specified by the inputs.
- /// </remarks>
- /// <param name="normal">A non-zero vector that is perpendicular to the plane. It may be any length.</param>
- /// <param name="pointInPlane">A point that lies in the plane.</param>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public Plane(float3 normal, float3 pointInPlane)
- : this(normal, -math.dot(normal, pointInPlane))
- {
- }
-
- /// <summary>
- /// Constructs a plane with two vectors and a point that all lie in the plane.
- /// </summary>
- /// <remarks>
- /// The constructed plane will be the normalized form of the plane specified by the inputs.
- /// </remarks>
- /// <param name="vector1InPlane">A non-zero vector that lies in the plane. It may be any length.</param>
- /// <param name="vector2InPlane">A non-zero vector that lies in the plane. It may be any length and must not be a scalar multiple of <paramref name="vector1InPlane"/>.</param>
- /// <param name="pointInPlane">A point that lies in the plane.</param>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public Plane(float3 vector1InPlane, float3 vector2InPlane, float3 pointInPlane)
- : this(math.cross(vector1InPlane, vector2InPlane), pointInPlane)
- {
- }
-
- /// <summary>
- /// Creates a normalized Plane directly without normalization cost.
- /// </summary>
- /// <remarks>
- /// If you have a unit length normal vector, you can create a Plane faster than using one of its constructors
- /// by calling this function.
- /// </remarks>
- /// <param name="unitNormal">A non-zero vector that is perpendicular to the plane. It must be unit length.</param>
- /// <param name="distance">Distance from the origin along the normal. A negative value moves the plane in the
- /// same direction as the normal while a positive value moves it in the opposite direction.</param>
- /// <returns>Normalized Plane constructed from given inputs.</returns>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static Plane CreateFromUnitNormalAndDistance(float3 unitNormal, float distance)
- {
- return new Plane { NormalAndDistance = new float4(unitNormal, distance) };
- }
-
- /// <summary>
- /// Creates a normalized Plane without normalization cost.
- /// </summary>
- /// <remarks>
- /// If you have a unit length normal vector, you can create a Plane faster than using one of its constructors
- /// by calling this function.
- /// </remarks>
- /// <param name="unitNormal">A non-zero vector that is perpendicular to the plane. It must be unit length.</param>
- /// <param name="pointInPlane">A point that lies in the plane.</param>
- /// <returns>Normalized Plane constructed from given inputs.</returns>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static Plane CreateFromUnitNormalAndPointInPlane(float3 unitNormal, float3 pointInPlane)
- {
- return new Plane { NormalAndDistance = new float4(unitNormal, -math.dot(unitNormal, pointInPlane)) };
- }
-
- /// <summary>
- /// Get/set the normal vector of the plane.
- /// </summary>
- /// <remarks>
- /// It is assumed that the normal is unit length. If you set a new plane such that Ax + By + Cz + Dw = 0 but
- /// (A, B, C) is not unit length, then you must normalize the plane by calling <see cref="Normalize(Plane)"/>.
- /// </remarks>
- public float3 Normal
- {
- get => NormalAndDistance.xyz;
- set => NormalAndDistance.xyz = value;
- }
-
- /// <summary>
- /// Get/set the distance of the plane from the origin. May be a negative value.
- /// </summary>
- /// <remarks>
- /// It is assumed that the normal is unit length. If you set a new plane such that Ax + By + Cz + Dw = 0 but
- /// (A, B, C) is not unit length, then you must normalize the plane by calling <see cref="Normalize(Plane)"/>.
- /// </remarks>
- public float Distance
- {
- get => NormalAndDistance.w;
- set => NormalAndDistance.w = value;
- }
-
- /// <summary>
- /// Normalizes the given Plane.
- /// </summary>
- /// <param name="plane">Plane to normalize.</param>
- /// <returns>Normalized Plane.</returns>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static Plane Normalize(Plane plane)
- {
- return new Plane { NormalAndDistance = Normalize(plane.NormalAndDistance) };
- }
-
- /// <summary>
- /// Normalizes the plane represented by the given plane coefficients.
- /// </summary>
- /// <remarks>
- /// The plane coefficients are A, B, C, D and stored in that order in the <see cref="float4"/>.
- /// </remarks>
- /// <param name="planeCoefficients">Plane coefficients A, B, C, D stored in x, y, z, w (respectively).</param>
- /// <returns>Normalized plane coefficients.</returns>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static float4 Normalize(float4 planeCoefficients)
- {
- float recipLength = math.rsqrt(math.lengthsq(planeCoefficients.xyz));
- return new Plane { NormalAndDistance = planeCoefficients * recipLength };
- }
-
- /// <summary>
- /// Get the signed distance from the point to the plane.
- /// </summary>
- /// <remarks>
- /// Plane must be normalized prior to calling this function. Distance is positive if point is on side of the
- /// plane the normal points to, negative if on the opposite side and zero if the point lies in the plane.
- /// Avoid comparing equality with 0.0f when testing if a point lies exactly in the plane and use an approximate
- /// comparison instead.
- /// </remarks>
- /// <param name="point">Point to find the signed distance with.</param>
- /// <returns>Signed distance of the point from the plane.</returns>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public float SignedDistanceToPoint(float3 point)
- {
- CheckPlaneIsNormalized();
- return math.dot(NormalAndDistance, new float4(point, 1.0f));
- }
-
- /// <summary>
- /// Projects the given point onto the plane.
- /// </summary>
- /// <remarks>
- /// Plane must be normalized prior to calling this function. The result is the position closest to the point
- /// that still lies in the plane.
- /// </remarks>
- /// <param name="point">Point to project onto the plane.</param>
- /// <returns>Projected point that's inside the plane.</returns>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public float3 Projection(float3 point)
- {
- CheckPlaneIsNormalized();
- return point - Normal * SignedDistanceToPoint(point);
- }
-
- /// <summary>
- /// Flips the plane so the normal points in the opposite direction.
- /// </summary>
- public Plane Flipped => new Plane { NormalAndDistance = -NormalAndDistance };
-
- /// <summary>
- /// Implicitly converts a <see cref="Plane"/> to <see cref="float4"/>.
- /// </summary>
- /// <param name="plane">Plane to convert.</param>
- /// <returns>A <see cref="float4"/> representing the plane.</returns>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static implicit operator float4(Plane plane) => plane.NormalAndDistance;
-
- [Conditional("ENABLE_UNITY_COLLECTIONS_CHECKS")]
- void CheckPlaneIsNormalized()
- {
- float ll = math.lengthsq(Normal.xyz);
- const float lowerBound = 0.999f * 0.999f;
- const float upperBound = 1.001f * 1.001f;
-
- if (ll < lowerBound || ll > upperBound)
- {
- throw new System.ArgumentException("Plane must be normalized. Call Plane.Normalize() to normalize plane.");
- }
- }
- }
- }
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