142 lines
5.5 KiB
C++
142 lines
5.5 KiB
C++
/**************************************************************************/
|
|
/* 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 <godot_cpp/classes/global_constants.hpp>
|
|
#include <godot_cpp/variant/vector3.hpp>
|
|
|
|
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
|