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