godot/core/math/plane.h

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/*************************************************************************/
/* plane.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 PLANE_H
#define PLANE_H
#include "vector3.h"
class Plane {
public:
Vector3 normal;
real_t d;
void set_normal(const Vector3& p_normal);
_FORCE_INLINE_ Vector3 get_normal() const { return normal; }; ///Point is coplanar, CMP_EPSILON for precision
void normalize();
Plane normalized() const;
/* Plane-Point operations */
_FORCE_INLINE_ Vector3 center() const { return normal*d; }
Vector3 get_any_point() const;
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 _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;
_FORCE_INLINE_ Vector3 project(const Vector3& p_point) const {
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return p_point - normal * distance_to(p_point);
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}
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/* misc */
Plane operator-() const { return Plane(-normal,-d); }
bool is_almost_like(const Plane& p_plane) 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() { d=0; }
_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);
_FORCE_INLINE_ Plane(const Vector3 &p_point, const Vector3& p_normal);
_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 _epsilon) const {
float dist=normal.dot(p_point) - d;
dist=ABS(dist);
return ( dist <= _epsilon);
}
Plane::Plane(const Vector3 &p_normal, real_t p_d) {
normal=p_normal;
d=p_d;
}
Plane::Plane(const Vector3 &p_point, const Vector3& p_normal) {
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;
}
#endif // PLANE_H