| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140 | /**************************************************************************//*  plane.hpp                                                             *//**************************************************************************//*                         This file is part of:                          *//*                             GODOT ENGINE                               *//*                        https://godotengine.org                         *//**************************************************************************//* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). *//* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  *//*                                                                        *//* 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 GODOT_PLANE_HPP#define GODOT_PLANE_HPP#include <godot_cpp/classes/global_constants.hpp>#include <godot_cpp/variant/vector3.hpp>namespace godot {class Variant;struct _NO_DISCARD_ Plane {	Vector3 normal;	real_t d = 0;	void set_normal(const Vector3 &p_normal);	_FORCE_INLINE_ Vector3 get_normal() const { return normal; }	void normalize();	Plane normalized() const;	/* Plane-Point operations */	_FORCE_INLINE_ Vector3 center() const { return normal * d; }	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 p_tolerance = CMP_EPSILON) const;	/* intersections */	bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = nullptr) const;	bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const;	bool intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const;	// For Variant bindings.	Variant intersect_3_bind(const Plane &p_plane1, const Plane &p_plane2) const;	Variant intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const;	Variant intersects_segment_bind(const Vector3 &p_begin, const Vector3 &p_end) const;	_FORCE_INLINE_ Vector3 project(const Vector3 &p_point) const {		return p_point - normal * distance_to(p_point);	}	/* misc */	Plane operator-() const { return Plane(-normal, -d); }	bool is_equal_approx(const Plane &p_plane) const;	bool is_equal_approx_any_side(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() {}	_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 = 0.0);	_FORCE_INLINE_ Plane(const Vector3 &p_normal, const Vector3 &p_point);	_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 p_tolerance) const {	real_t dist = normal.dot(p_point) - d;	dist = Math::abs(dist);	return (dist <= p_tolerance);}Plane::Plane(const Vector3 &p_normal, real_t p_d) :		normal(p_normal),		d(p_d) {}Plane::Plane(const Vector3 &p_normal, const Vector3 &p_point) :		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;}} // namespace godot#endif // GODOT_PLANE_HPP
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