背景和头像缺失
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cocos2d/cocos/3d/CCPlane.cpp
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95
cocos2d/cocos/3d/CCPlane.cpp
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/****************************************************************************
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Copyright (c) 2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "CCPlane.h"
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NS_CC_BEGIN
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Plane::Plane()
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:
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_normal(0.f, 0.f, 1.f),
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_dist(0.f)
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{
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}
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// create plane from tree point
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Plane::Plane(const Vec3& p1, const Vec3& p2, const Vec3& p3)
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{
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initPlane(p1, p2, p3);
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}
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// create plane from normal and dist
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Plane::Plane(const Vec3& normal, float dist)
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{
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initPlane(normal, dist);
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}
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// create plane from normal and a point on plane
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Plane::Plane(const Vec3& normal, const Vec3& point)
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{
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initPlane(normal, point);
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}
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void Plane::initPlane(const Vec3& p1, const Vec3& p2, const Vec3& p3)
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{
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Vec3 p21 = p2 - p1;
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Vec3 p32 = p3 - p2;
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Vec3::cross(p21, p32, &_normal);
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_normal.normalize();
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_dist = _normal.dot(p1);
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}
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void Plane::initPlane(const Vec3& normal, float dist)
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{
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float oneOverLength = 1 / normal.length();
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_normal = normal * oneOverLength;
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_dist = dist * oneOverLength;
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}
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void Plane::initPlane(const Vec3& normal, const Vec3& point)
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{
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_normal = normal;
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_normal.normalize();
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_dist = _normal.dot(point);
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}
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float Plane::dist2Plane(const Vec3& p) const
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{
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return _normal.dot(p) - _dist;
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}
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PointSide Plane::getSide(const Vec3& point) const
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{
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float dist = dist2Plane(point);
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if (dist > 0)
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return PointSide::FRONT_PLANE;
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else if (dist < 0)
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return PointSide::BEHIND_PLANE;
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else
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return PointSide::IN_PLANE;
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}
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NS_CC_END
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