#region CPL License /* Nuclex Framework Copyright (C) 2002-2009 Nuclex Development Labs This library is free software; you can redistribute it and/or modify it under the terms of the IBM Common Public License as published by the IBM Corporation; either version 1.0 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the IBM Common Public License for more details. You should have received a copy of the IBM Common Public License along with this library */ #endregion using System; using System.Collections.Generic; using Microsoft.Xna.Framework; namespace Nuclex.Geometry.Lines.Collisions { /// Contains all Line3 to Plane3 interference detection code public static class Line3Plane3Collider { /// Determines where a line will hit a plane, if at all /// /// Offset of the line from the coordinate system's center /// /// Direction and length of the line /// /// Offset of the plane from the coordinate system's center /// /// Normal vector of the plane /// /// The intersection point between the line and the plane, if they touch /// public static LineContacts FindContacts( Vector3 lineOffset, Vector3 lineDirection, Vector3 planeOffset, Vector3 planeNormal ) { float dot = Vector3.Dot(planeNormal, lineDirection); // If the dot product is zero, the line is parallel to the plane and no contact occurs if(dot == 0.0) { return LineContacts.None; } else { return new LineContacts( -Vector3.Dot(planeNormal, lineOffset - planeOffset) / dot ); } } #if SOLID_PLANES /// Determines where a line will hit a solid plane, if at all /// /// Offset of the line from the coordinate system's center /// /// Direction and length of the line /// /// Offset of the plane from the coordinate system's center /// /// Normal vector of the plane /// /// The intersection point between the line and the plane, if they touch /// /// /// A solid plane is a plane that encompasses all of the space behind it (instead /// of an infinitely thin layer). /// public static LineContacts FindSolidPlaneContacts( Vector3 lineOffset, Vector3 lineDirection, Vector3 planeOffset, Vector3 planeNormal ) { float dot = Vector3.Dot(planeNormal, lineDirection); // If the dot product is zero, the line is parallel to the plane and no contact occurs if(dot == 0.0f) { return LineContacts.None; } else { float crossingPoint = -Vector3.Dot(planeNormal, lineOffset - planeOffset) / dot; if(dot > 0.0f) { return new LineContacts(crossingPoint, float.NaN); } else { return new LineContacts(float.NaN, crossingPoint); } } } #endif // SOLID_PLANES } } // namespace Nuclex.Geometry.Lines.Collisions