godot-cpp/include/godot_cpp/core/Plane.cpp

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