#ifndef GODOT_PLANE_HPP #define GODOT_PLANE_HPP #include #include #include namespace godot { class Plane { public: _FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; } Vector3 normal; real_t d = 0; void set_normal(const Vector3 &p_normal); inline Vector3 get_normal() const { return normal; }; ///Point is coplanar, CMP_EPSILON for precision void normalize(); Plane normalized() const; /* Plane-Point operations */ inline Vector3 center() const { return normal * d; } Vector3 get_any_perpendicular_normal() const; inline bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane inline real_t distance_to(const Vector3 &p_point) const; inline bool has_point(const Vector3 &p_point, real_t _epsilon = CMP_EPSILON) const; /* intersections */ bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = nullptr) const; bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const; bool intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const; inline Vector3 project(const Vector3 &p_point) const { return p_point - normal * distance_to(p_point); } /* misc */ Plane operator-() const { return Plane(-normal, -d); } bool is_equal_approx(const Plane &p_plane) const; bool is_equal_approx_any_side(const Plane &p_plane) const; inline bool operator==(const Plane &p_plane) const; inline bool operator!=(const Plane &p_plane) const; operator String() const; inline Plane() {} 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) {} inline Plane(const Vector3 &p_normal, real_t p_d); inline Plane(const Vector3 &p_point, const Vector3 &p_normal); inline Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE); }; 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 = Math::abs(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; } } // namespace godot #endif // GODOT_PLANE_HPP