#ifndef PLANE_H #define PLANE_H #include "Vector3.hpp" #include namespace godot { enum ClockDirection { CLOCKWISE, COUNTERCLOCKWISE }; class Plane { public: Vector3 normal; real_t d; 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_point() const; Vector3 get_any_perpendicular_normal() const; bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane real_t distance_to(const Vector3 &p_point) const; 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=0) const; bool intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3* p_intersection) const; bool intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3* p_intersection) const; Vector3 project(const Vector3& p_point) const; /* misc */ inline Plane operator-() const { return Plane(-normal,-d); } bool is_almost_like(const Plane& p_plane) const; bool operator==(const Plane& p_plane) const; bool operator!=(const Plane& p_plane) const; operator String() const; inline Plane() { d=0; } 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) { } Plane(const Vector3 &p_normal, real_t p_d); Plane(const Vector3 &p_point, const Vector3& p_normal); Plane(const Vector3 &p_point1, const Vector3 &p_point2,const Vector3 &p_point3,ClockDirection p_dir = CLOCKWISE); }; } #endif // PLANE_H