#include "InfinitePlane.hxx"
InfinitePlane::InfinitePlane(const Vec3f& a, const Vec3f& n, Shader* shader)
- : Primitive(shader),
+ : Primitive(shader),
m_a(a),
m_n(n)
{
-
+
}
InfinitePlane::~InfinitePlane()
{
Vec3f diff = m_a - ray.origin();
float t = diff.dot(m_n) / ray.direction().dot(m_n);
- if (t < Epsilon || t > ray.t())
+ if (t < Epsilon || t > ray.t())
return false;
-
+
ray.setT(t);
ray.setHit(this);
Box
InfinitePlane::CalcBounds()
{
- return Box();
+ if(fabs(m_n[0]-1) < Epsilon && m_n[1] < Epsilon && m_n[2] < Epsilon) {
+ // plane is parallel to y and z axes
+ return Box(Vec3f(m_a[0]-Epsilon, Infinity, Infinity),
+ Vec3f(m_a[0]+Epsilon, Infinity, Infinity));
+ } else if(m_n[0] < Epsilon && fabs(m_n[1]-1) < Epsilon && m_n[2] < Epsilon) {
+ // plane is parallel to x and z axes
+ return Box(Vec3f(Infinity, m_a[1]-Epsilon, Infinity),
+ Vec3f(Infinity, m_a[1]+Epsilon, Infinity));
+ } else if(m_n[0] < Epsilon && m_n[1] < Epsilon && fabs(m_n[2]-1) < Epsilon ) {
+ // plane is parallel to x and y axes
+ return Box(Vec3f(Infinity, Infinity, m_a[2]-Epsilon),
+ Vec3f(Infinity, Infinity, m_a[2]+Epsilon));
+ } else
+ // no real border
+ return Box();
}
bool
InfinitePlane::InVoxel(const Box& box)
{
- return false;
+ return CalcBounds().Overlaps(box);
}