diff --git a/modules/mono/glue/cs_files/Plane.cs b/modules/mono/glue/cs_files/Plane.cs index 8b925220295..1020f06bf59 100644 --- a/modules/mono/glue/cs_files/Plane.cs +++ b/modules/mono/glue/cs_files/Plane.cs @@ -9,17 +9,23 @@ namespace Godot { public struct Plane : IEquatable { - Vector3 normal; + private Vector3 _normal; + + public Vector3 Normal + { + get { return _normal; } + set { _normal = value; } + } public real_t x { get { - return normal.x; + return _normal.x; } set { - normal.x = value; + _normal.x = value; } } @@ -27,11 +33,11 @@ namespace Godot { get { - return normal.y; + return _normal.y; } set { - normal.y = value; + _normal.y = value; } } @@ -39,62 +45,62 @@ namespace Godot { get { - return normal.z; + return _normal.z; } set { - normal.z = value; + _normal.z = value; } } - real_t d; + public real_t D { get; set; } public Vector3 Center { get { - return normal * d; + return _normal * D; } } public real_t DistanceTo(Vector3 point) { - return normal.Dot(point) - d; + return _normal.Dot(point) - D; } public Vector3 GetAnyPoint() { - return normal * d; + return _normal * D; } public bool HasPoint(Vector3 point, real_t epsilon = Mathf.Epsilon) { - real_t dist = normal.Dot(point) - d; + real_t dist = _normal.Dot(point) - D; return Mathf.Abs(dist) <= epsilon; } public Vector3 Intersect3(Plane b, Plane c) { - real_t denom = normal.Cross(b.normal).Dot(c.normal); + real_t denom = _normal.Cross(b._normal).Dot(c._normal); if (Mathf.Abs(denom) <= Mathf.Epsilon) return new Vector3(); - Vector3 result = b.normal.Cross(c.normal) * d + - c.normal.Cross(normal) * b.d + - normal.Cross(b.normal) * c.d; + Vector3 result = b._normal.Cross(c._normal) * D + + c._normal.Cross(_normal) * b.D + + _normal.Cross(b._normal) * c.D; return result / denom; } public Vector3 IntersectRay(Vector3 from, Vector3 dir) { - real_t den = normal.Dot(dir); + real_t den = _normal.Dot(dir); if (Mathf.Abs(den) <= Mathf.Epsilon) return new Vector3(); - real_t dist = (normal.Dot(from) - d) / den; + real_t dist = (_normal.Dot(from) - D) / den; // This is a ray, before the emitting pos (from) does not exist if (dist > Mathf.Epsilon) @@ -106,12 +112,12 @@ namespace Godot public Vector3 IntersectSegment(Vector3 begin, Vector3 end) { Vector3 segment = begin - end; - real_t den = normal.Dot(segment); + real_t den = _normal.Dot(segment); if (Mathf.Abs(den) <= Mathf.Epsilon) return new Vector3(); - real_t dist = (normal.Dot(begin) - d) / den; + real_t dist = (_normal.Dot(begin) - D) / den; if (dist < -Mathf.Epsilon || dist > 1.0f + Mathf.Epsilon) return new Vector3(); @@ -121,46 +127,46 @@ namespace Godot public bool IsPointOver(Vector3 point) { - return normal.Dot(point) > d; + return _normal.Dot(point) > D; } public Plane Normalized() { - real_t len = normal.Length(); + real_t len = _normal.Length(); if (len == 0) return new Plane(0, 0, 0, 0); - return new Plane(normal / len, d / len); + return new Plane(_normal / len, D / len); } public Vector3 Project(Vector3 point) { - return point - normal * DistanceTo(point); + return point - _normal * DistanceTo(point); } // Constructors public Plane(real_t a, real_t b, real_t c, real_t d) { - normal = new Vector3(a, b, c); - this.d = d; + _normal = new Vector3(a, b, c); + this.D = d; } public Plane(Vector3 normal, real_t d) { - this.normal = normal; - this.d = d; + this._normal = normal; + this.D = d; } public Plane(Vector3 v1, Vector3 v2, Vector3 v3) { - normal = (v1 - v3).Cross(v1 - v2); - normal.Normalize(); - d = normal.Dot(v1); + _normal = (v1 - v3).Cross(v1 - v2); + _normal.Normalize(); + D = _normal.Dot(v1); } public static Plane operator -(Plane plane) { - return new Plane(-plane.normal, -plane.d); + return new Plane(-plane._normal, -plane.D); } public static bool operator ==(Plane left, Plane right) @@ -185,20 +191,20 @@ namespace Godot public bool Equals(Plane other) { - return normal == other.normal && d == other.d; + return _normal == other._normal && D == other.D; } public override int GetHashCode() { - return normal.GetHashCode() ^ d.GetHashCode(); + return _normal.GetHashCode() ^ D.GetHashCode(); } public override string ToString() { return String.Format("({0}, {1})", new object[] { - normal.ToString(), - d.ToString() + _normal.ToString(), + D.ToString() }); } @@ -206,8 +212,8 @@ namespace Godot { return String.Format("({0}, {1})", new object[] { - normal.ToString(format), - d.ToString(format) + _normal.ToString(format), + D.ToString(format) }); } }