211 lines
3.7 KiB
C++
211 lines
3.7 KiB
C++
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#include "Plane.h"
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#include "Vector3.h"
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#include <cmath>
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namespace godot {
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void Plane::set_normal(const Vector3& p_normal)
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{
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this->normal = p_normal;
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}
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Vector3 Plane::project(const Vector3& p_point) const {
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return p_point - normal * distance_to(p_point);
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}
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void Plane::normalize() {
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real_t l = normal.length();
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if (l==0) {
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*this=Plane(0,0,0,0);
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return;
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}
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normal/=l;
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d/=l;
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}
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Plane Plane::normalized() const {
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Plane p = *this;
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p.normalize();
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return p;
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}
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Vector3 Plane::get_any_point() const {
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return get_normal()*d;
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}
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Vector3 Plane::get_any_perpendicular_normal() const {
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static const Vector3 p1 = Vector3(1,0,0);
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static const Vector3 p2 = Vector3(0,1,0);
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Vector3 p;
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if (::fabs(normal.dot(p1)) > 0.99) // if too similar to p1
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p=p2; // use p2
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else
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p=p1; // use p1
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p-=normal * normal.dot(p);
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p.normalize();
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return p;
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}
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/* intersections */
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bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result) const {
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const Plane &p_plane0=*this;
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Vector3 normal0=p_plane0.normal;
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Vector3 normal1=p_plane1.normal;
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Vector3 normal2=p_plane2.normal;
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real_t denom=vec3_cross(normal0,normal1).dot(normal2);
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if (::fabs(denom)<=CMP_EPSILON)
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return false;
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if (r_result) {
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*r_result = ( (vec3_cross(normal1, normal2) * p_plane0.d) +
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(vec3_cross(normal2, normal0) * p_plane1.d) +
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(vec3_cross(normal0, normal1) * p_plane2.d) )/denom;
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}
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return true;
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}
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bool Plane::intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3* p_intersection) const {
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Vector3 segment=p_dir;
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real_t den=normal.dot( segment );
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//printf("den is %i\n",den);
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if (::fabs(den)<=CMP_EPSILON) {
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return false;
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}
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real_t dist=(normal.dot( p_from ) - d) / den;
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//printf("dist is %i\n",dist);
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if (dist>CMP_EPSILON) { //this is a ray, before the emiting pos (p_from) doesnt exist
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return false;
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}
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dist=-dist;
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*p_intersection = p_from + segment * dist;
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return true;
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}
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bool Plane::intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3* p_intersection) const {
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Vector3 segment= p_begin - p_end;
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real_t den=normal.dot( segment );
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//printf("den is %i\n",den);
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if (::fabs(den)<=CMP_EPSILON) {
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return false;
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}
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real_t dist=(normal.dot( p_begin ) - d) / den;
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//printf("dist is %i\n",dist);
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if (dist<-CMP_EPSILON || dist > (1.0 +CMP_EPSILON)) {
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return false;
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}
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dist=-dist;
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*p_intersection = p_begin + segment * dist;
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return true;
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}
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/* misc */
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bool Plane::is_almost_like(const Plane& p_plane) const {
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return (normal.dot( p_plane.normal ) > _PLANE_EQ_DOT_EPSILON && ::fabs(d-p_plane.d) < _PLANE_EQ_D_EPSILON);
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}
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Plane::operator String() const {
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// return normal.operator String() + ", " + rtos(d);
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return String(); // @Todo
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}
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bool Plane::is_point_over(const Vector3 &p_point) const {
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return (normal.dot(p_point) > d);
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}
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real_t Plane::distance_to(const Vector3 &p_point) const {
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return (normal.dot(p_point)-d);
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}
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bool Plane::has_point(const Vector3 &p_point,real_t _epsilon) const {
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real_t dist=normal.dot(p_point) - d;
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dist=::fabs(dist);
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return ( dist <= _epsilon);
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}
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Plane::Plane(const Vector3 &p_normal, real_t p_d) {
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normal=p_normal;
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d=p_d;
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}
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Plane::Plane(const Vector3 &p_point, const Vector3& p_normal) {
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normal=p_normal;
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d=p_normal.dot(p_point);
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}
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Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3,ClockDirection p_dir) {
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if (p_dir == CLOCKWISE)
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normal=(p_point1-p_point3).cross(p_point1-p_point2);
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else
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normal=(p_point1-p_point2).cross(p_point1-p_point3);
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normal.normalize();
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d = normal.dot(p_point1);
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}
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bool Plane::operator==(const Plane& p_plane) const {
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return normal==p_plane.normal && d == p_plane.d;
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}
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bool Plane::operator!=(const Plane& p_plane) const {
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return normal!=p_plane.normal || d != p_plane.d;
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}
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}
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