mirror of
https://github.com/Relintai/gdnative_cpp.git
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99 lines
3.9 KiB
C++
99 lines
3.9 KiB
C++
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/*************************************************************************/
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/* Plane.hpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PLANE_H
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#define PLANE_H
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#include "Vector3.hpp"
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#include <cmath>
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namespace godot {
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enum ClockDirection {
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CLOCKWISE,
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COUNTERCLOCKWISE
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};
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class Plane {
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public:
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Vector3 normal;
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real_t d;
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void set_normal(const Vector3 &p_normal);
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inline Vector3 get_normal() const { return normal; } ///Point is coplanar, CMP_EPSILON for precision
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void normalize();
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Plane normalized() const;
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/* Plane-Point operations */
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inline Vector3 center() const { return normal * d; }
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Vector3 get_any_point() const;
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Vector3 get_any_perpendicular_normal() const;
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bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
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real_t distance_to(const Vector3 &p_point) const;
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bool has_point(const Vector3 &p_point, real_t _epsilon = CMP_EPSILON) const;
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/* intersections */
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bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = 0) const;
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bool intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3 *p_intersection) const;
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bool intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3 *p_intersection) const;
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Vector3 project(const Vector3 &p_point) const;
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/* misc */
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inline Plane operator-() const { return Plane(-normal, -d); }
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bool is_almost_like(const Plane &p_plane) const;
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bool operator==(const Plane &p_plane) const;
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bool operator!=(const Plane &p_plane) const;
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operator String() const;
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inline Plane() { d = 0; }
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inline Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) :
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normal(p_a, p_b, p_c),
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d(p_d) {}
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Plane(const Vector3 &p_normal, real_t p_d);
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Plane(const Vector3 &p_point, const Vector3 &p_normal);
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Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
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};
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} // namespace godot
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#endif // PLANE_H
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