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- /*************************************************************************/
- /* Plane.hpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* 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 PLANE_H
- #define PLANE_H
- #include "Vector3.hpp"
- #include <cmath>
- namespace godot {
- enum ClockDirection {
- CLOCKWISE,
- COUNTERCLOCKWISE
- };
- class Plane {
- public:
- Vector3 normal;
- real_t d;
- void set_normal(const Vector3 &p_normal);
- inline Vector3 get_normal() const { return normal; } ///Point is coplanar, CMP_EPSILON for precision
- void normalize();
- Plane normalized() const;
- /* Plane-Point operations */
- inline Vector3 center() const { return normal * d; }
- Vector3 get_any_point() const;
- Vector3 get_any_perpendicular_normal() const;
- bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
- real_t distance_to(const Vector3 &p_point) const;
- bool has_point(const Vector3 &p_point, real_t _epsilon = CMP_EPSILON) const;
- /* intersections */
- bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = 0) const;
- bool intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3 *p_intersection) const;
- bool intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3 *p_intersection) const;
- Vector3 project(const Vector3 &p_point) const;
- /* misc */
- inline Plane operator-() const { return Plane(-normal, -d); }
- bool is_almost_like(const Plane &p_plane) const;
- bool operator==(const Plane &p_plane) const;
- bool operator!=(const Plane &p_plane) const;
- operator String() const;
- inline Plane() { d = 0; }
- 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) {}
- Plane(const Vector3 &p_normal, real_t p_d);
- Plane(const Vector3 &p_point, const Vector3 &p_normal);
- Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
- };
- } // namespace godot
- #endif // PLANE_H
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