80 lines
1.9 KiB
C++
80 lines
1.9 KiB
C++
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#ifndef PLANE_H
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#define PLANE_H
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#if defined(_WIN32)
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# ifdef _GD_CPP_CORE_API_IMPL
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# define GD_CPP_CORE_API __declspec(dllexport)
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# else
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# define GD_CPP_CORE_API __declspec(dllimport)
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# endif
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#else
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# define GD_CPP_CORE_API
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#endif
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#include "Vector3.hpp"
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#include <cmath>
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namespace godot {
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enum ClockDirection {
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CLOCKWISE,
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COUNTERCLOCKWISE
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};
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class GD_CPP_CORE_API Plane {
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public:
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Vector3 normal;
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real_t d;
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void set_normal(const Vector3& p_normal);
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inline Vector3 get_normal() const { return normal; } ///Point is coplanar, CMP_EPSILON for precision
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void normalize();
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Plane normalized() const;
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/* Plane-Point operations */
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inline Vector3 center() const { return normal*d; }
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Vector3 get_any_point() const;
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Vector3 get_any_perpendicular_normal() const;
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bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
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real_t distance_to(const Vector3 &p_point) const;
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bool has_point(const Vector3 &p_point,real_t _epsilon=CMP_EPSILON) const;
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/* intersections */
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bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result=0) const;
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bool intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3* p_intersection) const;
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bool intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3* p_intersection) const;
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Vector3 project(const Vector3& p_point) const;
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/* misc */
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inline Plane operator-() const { return Plane(-normal,-d); }
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bool is_almost_like(const Plane& p_plane) const;
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bool operator==(const Plane& p_plane) const;
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bool operator!=(const Plane& p_plane) const;
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operator String() const;
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inline Plane() { d=0; }
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inline Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) : normal(p_a,p_b,p_c), d(p_d) { }
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Plane(const Vector3 &p_normal, real_t p_d);
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Plane(const Vector3 &p_point, const Vector3& p_normal);
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Plane(const Vector3 &p_point1, const Vector3 &p_point2,const Vector3 &p_point3,ClockDirection p_dir = CLOCKWISE);
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};
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}
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#endif // PLANE_H
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