plane.hpp 5.2 KB

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  1. /*************************************************************************/
  2. /* plane.hpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef GODOT_PLANE_HPP
  31. #define GODOT_PLANE_HPP
  32. #include <godot_cpp/classes/global_constants.hpp>
  33. #include <godot_cpp/core/math.hpp>
  34. #include <godot_cpp/variant/vector3.hpp>
  35. namespace godot {
  36. class Plane {
  37. public:
  38. _FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
  39. Vector3 normal;
  40. real_t d = 0;
  41. void set_normal(const Vector3 &p_normal);
  42. inline Vector3 get_normal() const { return normal; }; ///Point is coplanar, CMP_EPSILON for precision
  43. void normalize();
  44. Plane normalized() const;
  45. /* Plane-Point operations */
  46. inline Vector3 center() const { return normal * d; }
  47. Vector3 get_any_perpendicular_normal() const;
  48. inline bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
  49. inline real_t distance_to(const Vector3 &p_point) const;
  50. inline bool has_point(const Vector3 &p_point, real_t _epsilon = CMP_EPSILON) const;
  51. /* intersections */
  52. bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = nullptr) const;
  53. bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const;
  54. bool intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const;
  55. inline Vector3 project(const Vector3 &p_point) const {
  56. return p_point - normal * distance_to(p_point);
  57. }
  58. /* misc */
  59. Plane operator-() const { return Plane(-normal, -d); }
  60. bool is_equal_approx(const Plane &p_plane) const;
  61. bool is_equal_approx_any_side(const Plane &p_plane) const;
  62. inline bool operator==(const Plane &p_plane) const;
  63. inline bool operator!=(const Plane &p_plane) const;
  64. operator String() const;
  65. inline Plane() {}
  66. inline Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) :
  67. normal(p_a, p_b, p_c),
  68. d(p_d) {}
  69. inline Plane(const Vector3 &p_normal, real_t p_d);
  70. inline Plane(const Vector3 &p_point, const Vector3 &p_normal);
  71. inline Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
  72. };
  73. bool Plane::is_point_over(const Vector3 &p_point) const {
  74. return (normal.dot(p_point) > d);
  75. }
  76. real_t Plane::distance_to(const Vector3 &p_point) const {
  77. return (normal.dot(p_point) - d);
  78. }
  79. bool Plane::has_point(const Vector3 &p_point, real_t _epsilon) const {
  80. real_t dist = normal.dot(p_point) - d;
  81. dist = Math::abs(dist);
  82. return (dist <= _epsilon);
  83. }
  84. Plane::Plane(const Vector3 &p_normal, real_t p_d) :
  85. normal(p_normal),
  86. d(p_d) {
  87. }
  88. Plane::Plane(const Vector3 &p_point, const Vector3 &p_normal) :
  89. normal(p_normal),
  90. d(p_normal.dot(p_point)) {
  91. }
  92. Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir) {
  93. if (p_dir == CLOCKWISE) {
  94. normal = (p_point1 - p_point3).cross(p_point1 - p_point2);
  95. } else {
  96. normal = (p_point1 - p_point2).cross(p_point1 - p_point3);
  97. }
  98. normal.normalize();
  99. d = normal.dot(p_point1);
  100. }
  101. bool Plane::operator==(const Plane &p_plane) const {
  102. return normal == p_plane.normal && d == p_plane.d;
  103. }
  104. bool Plane::operator!=(const Plane &p_plane) const {
  105. return normal != p_plane.normal || d != p_plane.d;
  106. }
  107. } // namespace godot
  108. #endif // GODOT_PLANE_HPP