import { PlaneClassification } from './PlaneClassification'; import { Vector3D } from './Vector3D'; export class Plane3D { /** * The A coefficient of this plane. (Also the x dimension of the plane normal) */ public a: number; /** * The B coefficient of this plane. (Also the y dimension of the plane normal) */ public b: number; /** * The C coefficient of this plane. (Also the z dimension of the plane normal) */ public c: number; /** * The D coefficient of this plane. (Also the inverse dot product between normal and point) */ public d: number; public _iAlignment: number; // indicates the alignment of the plane public static ALIGN_ANY: number = 0; public static ALIGN_XY_AXIS: number = 1; public static ALIGN_YZ_AXIS: number = 2; public static ALIGN_XZ_AXIS: number = 3; /** * Create a Plane3D with ABCD coefficients */ constructor(a: number = 0, b: number = 0, c: number = 0, d: number = 0) { this.a = a; this.b = b; this.c = c; this.d = d; if (a == 0 && b == 0) { this._iAlignment = Plane3D.ALIGN_XY_AXIS; } else if (b == 0 && c == 0) { this._iAlignment = Plane3D.ALIGN_YZ_AXIS; } else if (a == 0 && c == 0) { this._iAlignment = Plane3D.ALIGN_XZ_AXIS; } else { this._iAlignment = Plane3D.ALIGN_ANY; } } /** * Fills this Plane3D with the coefficients from 3 points in 3d space. * @param p0 Vector3D * @param p1 Vector3D * @param p2 Vector3D */ public fromPoints(p0: Vector3D, p1: Vector3D, p2: Vector3D): void { const d1x: number = p1.x - p0.x; const d1y: number = p1.y - p0.y; const d1z: number = p1.z - p0.z; const d2x: number = p2.x - p0.x; const d2y: number = p2.y - p0.y; const d2z: number = p2.z - p0.z; this.a = d1y * d2z - d1z * d2y; this.b = d1z * d2x - d1x * d2z; this.c = d1x * d2y - d1y * d2x; this.d = this.a * p0.x + this.b * p0.y + this.c * p0.z; // not using epsilon, since a plane is infinite and a small incorrection can grow very large if (this.a == 0 && this.b == 0) { this._iAlignment = Plane3D.ALIGN_XY_AXIS; } else if (this.b == 0 && this.c == 0) { this._iAlignment = Plane3D.ALIGN_YZ_AXIS; } else if (this.a == 0 && this.c == 0) { this._iAlignment = Plane3D.ALIGN_XZ_AXIS; } else { this._iAlignment = Plane3D.ALIGN_ANY; } } /** * Fills this Plane3D with the coefficients from the plane's normal and a point in 3d space. * @param normal Vector3D * @param point Vector3D */ public fromNormalAndPoint(normal: Vector3D, point: Vector3D): void { this.a = normal.x; this.b = normal.y; this.c = normal.z; this.d = this.a * point.x + this.b * point.y + this.c * point.z; if (this.a == 0 && this.b == 0) { this._iAlignment = Plane3D.ALIGN_XY_AXIS; } else if (this.b == 0 && this.c == 0) { this._iAlignment = Plane3D.ALIGN_YZ_AXIS; } else if (this.a == 0 && this.c == 0) { this._iAlignment = Plane3D.ALIGN_XZ_AXIS; } else { this._iAlignment = Plane3D.ALIGN_ANY; } } /** * Normalize this Plane3D * @return Plane3D This Plane3D. */ public normalize(): Plane3D { const len: number = 1 / Math.sqrt(this.a * this.a + this.b * this.b + this.c * this.c); this.a *= len; this.b *= len; this.c *= len; this.d *= len; return this; } /** * Returns the signed distance between this Plane3D and the point p. * @param p Vector3D * @returns Number */ public distance(p: Vector3D): number { if (this._iAlignment == Plane3D.ALIGN_YZ_AXIS) { return this.a * p.x - this.d; } else if (this._iAlignment == Plane3D.ALIGN_XZ_AXIS) { return this.b * p.y - this.d; } else if (this._iAlignment == Plane3D.ALIGN_XY_AXIS) { return this.c * p.z - this.d; } else { return this.a * p.x + this.b * p.y + this.c * p.z - this.d; } } /** * Classify a point against this Plane3D. (in front, back or intersecting) * @param p Vector3D * @return int Plane3.FRONT or Plane3D.BACK or Plane3D.INTERSECT */ public classifyPoint(p: Vector3D, epsilon: number = 0.01): number { // check NaN if (this.d != this.d) return PlaneClassification.FRONT; let len: number; if (this._iAlignment == Plane3D.ALIGN_YZ_AXIS) len = this.a * p.x - this.d; else if (this._iAlignment == Plane3D.ALIGN_XZ_AXIS) len = this.b * p.y - this.d; else if (this._iAlignment == Plane3D.ALIGN_XY_AXIS) len = this.c * p.z - this.d; else len = this.a * p.x + this.b * p.y + this.c * p.z - this.d; if (len < -epsilon) return PlaneClassification.BACK; else if (len > epsilon) return PlaneClassification.FRONT; else return PlaneClassification.INTERSECT; } public toString(): string { return 'Plane3D [a:' + this.a + ', b:' + this.b + ', c:' + this.c + ', d:' + this.d + ']'; } }