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2 /*  plane.h                                                              */
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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