1 /*************************************************************************/
2 /* plane.h */
3 /*************************************************************************/
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5 /* GODOT ENGINE */
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29 /*************************************************************************/
30
31 #ifndef PLANE_H
32 #define PLANE_H
33
34 #include "core/math/vector3.h"
35
36 class Plane {
37 public:
38 Vector3 normal;
39 real_t d;
40
41 void set_normal(const Vector3 &p_normal);
get_normal()42 _FORCE_INLINE_ Vector3 get_normal() const { return normal; }; ///Point is coplanar, CMP_EPSILON for precision
43
44 void normalize();
45 Plane normalized() const;
46
47 /* Plane-Point operations */
48
center()49 _FORCE_INLINE_ Vector3 center() const { return normal * d; }
50 Vector3 get_any_point() const;
51 Vector3 get_any_perpendicular_normal() const;
52
53 _FORCE_INLINE_ bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
54 _FORCE_INLINE_ real_t distance_to(const Vector3 &p_point) const;
55 _FORCE_INLINE_ bool has_point(const Vector3 &p_point, real_t _epsilon = CMP_EPSILON) const;
56
57 /* intersections */
58
59 bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = 0) const;
60 bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const;
61 bool intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const;
62
project(const Vector3 & p_point)63 _FORCE_INLINE_ Vector3 project(const Vector3 &p_point) const {
64
65 return p_point - normal * distance_to(p_point);
66 }
67
68 /* misc */
69
70 Plane operator-() const { return Plane(-normal, -d); }
71 bool is_equal_approx(const Plane &p_plane) const;
72
73 _FORCE_INLINE_ bool operator==(const Plane &p_plane) const;
74 _FORCE_INLINE_ bool operator!=(const Plane &p_plane) const;
75 operator String() const;
76
Plane()77 _FORCE_INLINE_ Plane() :
78 d(0) {}
Plane(real_t p_a,real_t p_b,real_t p_c,real_t p_d)79 _FORCE_INLINE_ Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) :
80 normal(p_a, p_b, p_c),
81 d(p_d) {}
82
83 _FORCE_INLINE_ Plane(const Vector3 &p_normal, real_t p_d);
84 _FORCE_INLINE_ Plane(const Vector3 &p_point, const Vector3 &p_normal);
85 _FORCE_INLINE_ Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
86 };
87
is_point_over(const Vector3 & p_point)88 bool Plane::is_point_over(const Vector3 &p_point) const {
89
90 return (normal.dot(p_point) > d);
91 }
92
distance_to(const Vector3 & p_point)93 real_t Plane::distance_to(const Vector3 &p_point) const {
94
95 return (normal.dot(p_point) - d);
96 }
97
has_point(const Vector3 & p_point,real_t _epsilon)98 bool Plane::has_point(const Vector3 &p_point, real_t _epsilon) const {
99
100 real_t dist = normal.dot(p_point) - d;
101 dist = ABS(dist);
102 return (dist <= _epsilon);
103 }
104
Plane(const Vector3 & p_normal,real_t p_d)105 Plane::Plane(const Vector3 &p_normal, real_t p_d) :
106 normal(p_normal),
107 d(p_d) {
108 }
109
Plane(const Vector3 & p_point,const Vector3 & p_normal)110 Plane::Plane(const Vector3 &p_point, const Vector3 &p_normal) :
111 normal(p_normal),
112 d(p_normal.dot(p_point)) {
113 }
114
Plane(const Vector3 & p_point1,const Vector3 & p_point2,const Vector3 & p_point3,ClockDirection p_dir)115 Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir) {
116
117 if (p_dir == CLOCKWISE)
118 normal = (p_point1 - p_point3).cross(p_point1 - p_point2);
119 else
120 normal = (p_point1 - p_point2).cross(p_point1 - p_point3);
121
122 normal.normalize();
123 d = normal.dot(p_point1);
124 }
125
126 bool Plane::operator==(const Plane &p_plane) const {
127
128 return normal == p_plane.normal && d == p_plane.d;
129 }
130
131 bool Plane::operator!=(const Plane &p_plane) const {
132
133 return normal != p_plane.normal || d != p_plane.d;
134 }
135
136 #endif // PLANE_H
137