9f479f096c
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
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 DistanceTo(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 GetAnyPoint()
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{
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return normal * d;
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}
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public bool HasPoint(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 Intersect3(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 IntersectRay(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 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 from + dir * -dist;
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}
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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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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 IsPointOver(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 * DistanceTo(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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