Merge pull request #32670 from aaronfranke/mono-plane
[Mono] Change Plane intersect methods to return nullable Vector3
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e96319c7f3
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@ -91,7 +91,7 @@ bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r
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real_t denom = vec3_cross(normal0, normal1).dot(normal2);
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if (ABS(denom) <= CMP_EPSILON)
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if (Math::is_zero_approx(denom))
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return false;
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if (r_result) {
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@ -82,12 +82,12 @@ namespace Godot
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return Mathf.Abs(dist) <= epsilon;
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}
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public Vector3 Intersect3(Plane b, Plane c)
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public Vector3? Intersect3(Plane b, Plane c)
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{
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real_t denom = _normal.Cross(b._normal).Dot(c._normal);
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if (Mathf.Abs(denom) <= Mathf.Epsilon)
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return new Vector3();
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if (Mathf.IsZeroApprox(denom))
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return null;
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Vector3 result = b._normal.Cross(c._normal) * D +
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c._normal.Cross(_normal) * b.D +
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@ -96,34 +96,35 @@ namespace Godot
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return result / denom;
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}
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public Vector3 IntersectRay(Vector3 from, Vector3 dir)
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public Vector3? IntersectRay(Vector3 from, Vector3 dir)
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{
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real_t den = _normal.Dot(dir);
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if (Mathf.Abs(den) <= Mathf.Epsilon)
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return new Vector3();
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if (Mathf.IsZeroApprox(den))
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return null;
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real_t dist = (_normal.Dot(from) - D) / den;
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// This is a ray, before the emitting pos (from) does not exist
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if (dist > Mathf.Epsilon)
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return new Vector3();
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return null;
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return from + dir * -dist;
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}
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public Vector3 IntersectSegment(Vector3 begin, Vector3 end)
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public Vector3? IntersectSegment(Vector3 begin, Vector3 end)
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{
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Vector3 segment = begin - end;
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real_t den = _normal.Dot(segment);
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if (Mathf.Abs(den) <= Mathf.Epsilon)
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return new Vector3();
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if (Mathf.IsZeroApprox(den))
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return null;
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real_t dist = (_normal.Dot(begin) - D) / den;
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// Only allow dist to be in the range of 0 to 1, with tolerance.
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if (dist < -Mathf.Epsilon || dist > 1.0f + Mathf.Epsilon)
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return new Vector3();
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return null;
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return begin + segment * -dist;
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}
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