/**************************************************************************/ /* plane.hpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef GODOT_PLANE_HPP #define GODOT_PLANE_HPP #include #include namespace godot { class Variant; struct _NO_DISCARD_ Plane { Vector3 normal; real_t d = 0; void set_normal(const Vector3 &p_normal); _FORCE_INLINE_ Vector3 get_normal() const { return normal; } void normalize(); Plane normalized() const; /* Plane-Point operations */ _FORCE_INLINE_ Vector3 center() const { return normal * d; } Vector3 get_any_perpendicular_normal() const; _FORCE_INLINE_ bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane _FORCE_INLINE_ real_t distance_to(const Vector3 &p_point) const; _FORCE_INLINE_ bool has_point(const Vector3 &p_point, real_t p_tolerance = 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; // For Variant bindings. Variant intersect_3_bind(const Plane &p_plane1, const Plane &p_plane2) const; Variant intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const; Variant intersects_segment_bind(const Vector3 &p_begin, const Vector3 &p_end) const; _FORCE_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; bool is_finite() const; _FORCE_INLINE_ bool operator==(const Plane &p_plane) const; _FORCE_INLINE_ bool operator!=(const Plane &p_plane) const; operator String() const; _FORCE_INLINE_ Plane() {} _FORCE_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) {} _FORCE_INLINE_ Plane(const Vector3 &p_normal, real_t p_d = 0.0); _FORCE_INLINE_ Plane(const Vector3 &p_normal, const Vector3 &p_point); _FORCE_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 p_tolerance) const { real_t dist = normal.dot(p_point) - d; dist = Math::abs(dist); return (dist <= p_tolerance); } Plane::Plane(const Vector3 &p_normal, real_t p_d) : normal(p_normal), d(p_d) { } Plane::Plane(const Vector3 &p_normal, const Vector3 &p_point) : 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