godot-lportal/lbound.h

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#pragma once
// Copyright (c) 2019 Lawnjelly
// 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.
/**
@author lawnjelly <lawnjelly@gmail.com>
*/
#include "lvector.h"
// optional convex hull around rooms, to make it easier to determine which room a point is within
class LBound
{
public:
bool IsPointWithin(const Vector3 &pt, float epsilon = 0.0f) const;
// get distance behind all planes and return the smallest..
// if inside this will be negative, if outside, positive
2020-01-14 12:17:59 +01:00
float GetSmallestPenetrationDistance(const Vector3 &pt) const;
// the bound is optional .. not all rooms have a bound
bool IsActive() const {return m_Planes.size() != 0;}
LVector<Plane> m_Planes;
};