5bc2cf257b
Should fix issues some of us have with `misc/dist/uwp_template/AppxManifest.xml` always showing up as modified. Might cause issues on Windows due to the removal of BOMs or change of line endings in some of the Mono, UWP or gradlew.bat files, we will test and adapt if need be.
210 lines
4.7 KiB
C#
210 lines
4.7 KiB
C#
using System;
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namespace Godot
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{
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public struct Plane : IEquatable<Plane>
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{
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Vector3 normal;
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public float x
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{
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get
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{
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return normal.x;
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}
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set
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{
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normal.x = value;
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}
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}
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public float y
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{
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get
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{
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return normal.y;
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}
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set
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{
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normal.y = value;
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}
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}
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public float z
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{
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get
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{
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return normal.z;
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}
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set
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{
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normal.z = value;
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}
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}
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float d;
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public Vector3 Center
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{
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get
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{
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return normal * d;
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}
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}
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public float distance_to(Vector3 point)
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{
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return normal.dot(point) - d;
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}
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public Vector3 get_any_point()
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{
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return normal * d;
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}
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public bool has_point(Vector3 point, float epsilon = Mathf.Epsilon)
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{
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float dist = normal.dot(point) - d;
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return Mathf.abs(dist) <= epsilon;
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}
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public Vector3 intersect_3(Plane b, Plane c)
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{
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float 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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Vector3 result = (b.normal.cross(c.normal) * this.d) +
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(c.normal.cross(normal) * b.d) +
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(normal.cross(b.normal) * c.d);
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return result / denom;
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}
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public Vector3 intersect_ray(Vector3 from, Vector3 dir)
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{
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float 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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float dist = (normal.dot(from) - d) / den;
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// This is a ray, before the emiting 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 from + dir * -dist;
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}
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public Vector3 intersect_segment(Vector3 begin, Vector3 end)
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{
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Vector3 segment = begin - end;
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float 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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float dist = (normal.dot(begin) - d) / den;
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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 begin + segment * -dist;
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}
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public bool is_point_over(Vector3 point)
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{
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return normal.dot(point) > d;
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}
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public Plane normalized()
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{
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float len = normal.length();
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if (len == 0)
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return new Plane(0, 0, 0, 0);
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return new Plane(normal / len, d / len);
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}
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public Vector3 project(Vector3 point)
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{
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return point - normal * distance_to(point);
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}
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public Plane(float a, float b, float c, float d)
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{
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normal = new Vector3(a, b, c);
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this.d = d;
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}
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public Plane(Vector3 normal, float d)
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{
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this.normal = normal;
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this.d = d;
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}
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public Plane(Vector3 v1, Vector3 v2, Vector3 v3)
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{
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normal = (v1 - v3).cross(v1 - v2);
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normal.normalize();
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d = normal.dot(v1);
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}
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public static Plane operator -(Plane plane)
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{
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return new Plane(-plane.normal, -plane.d);
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}
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public static bool operator ==(Plane left, Plane right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(Plane left, Plane right)
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{
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return !left.Equals(right);
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}
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public override bool Equals(object obj)
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{
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if (obj is Plane)
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{
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return Equals((Plane)obj);
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}
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return false;
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}
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public bool Equals(Plane other)
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{
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return normal == other.normal && d == other.d;
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}
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public override int GetHashCode()
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{
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return normal.GetHashCode() ^ d.GetHashCode();
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}
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public override string ToString()
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{
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return String.Format("({0}, {1})", new object[]
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{
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this.normal.ToString(),
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this.d.ToString()
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});
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}
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public string ToString(string format)
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{
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return String.Format("({0}, {1})", new object[]
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{
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this.normal.ToString(format),
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this.d.ToString(format)
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});
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}
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}
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}
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