/*************************************************************************/ /* plane.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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. */ /*************************************************************************/ #include "plane.h" #include "core/math/math_funcs.h" #include "core/variant/variant.h" void Plane::set_normal(const Vector3 &p_normal) { normal = p_normal; } void Plane::normalize() { real_t l = normal.length(); if (l == 0) { *this = Plane(0, 0, 0, 0); return; } normal /= l; d /= l; } Plane Plane::normalized() const { Plane p = *this; p.normalize(); return p; } Vector3 Plane::get_any_point() const { return get_normal() * d; } Vector3 Plane::get_any_perpendicular_normal() const { static const Vector3 p1 = Vector3(1, 0, 0); static const Vector3 p2 = Vector3(0, 1, 0); Vector3 p; if (ABS(normal.dot(p1)) > 0.99f) { // if too similar to p1 p = p2; // use p2 } else { p = p1; // use p1 } p -= normal * normal.dot(p); p.normalize(); return p; } /* intersections */ bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result) const { const Plane &p_plane0 = *this; Vector3 normal0 = p_plane0.normal; Vector3 normal1 = p_plane1.normal; Vector3 normal2 = p_plane2.normal; real_t denom = vec3_cross(normal0, normal1).dot(normal2); if (Math::is_zero_approx(denom)) { return false; } if (r_result) { *r_result = ((vec3_cross(normal1, normal2) * p_plane0.d) + (vec3_cross(normal2, normal0) * p_plane1.d) + (vec3_cross(normal0, normal1) * p_plane2.d)) / denom; } return true; } bool Plane::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const { Vector3 segment = p_dir; real_t den = normal.dot(segment); //printf("den is %i\n",den); if (Math::is_zero_approx(den)) { return false; } real_t dist = (normal.dot(p_from) - d) / den; //printf("dist is %i\n",dist); if (dist > (real_t)CMP_EPSILON) { //this is a ray, before the emitting pos (p_from) doesn't exist return false; } dist = -dist; *p_intersection = p_from + segment * dist; return true; } bool Plane::intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const { Vector3 segment = p_begin - p_end; real_t den = normal.dot(segment); //printf("den is %i\n",den); if (Math::is_zero_approx(den)) { return false; } real_t dist = (normal.dot(p_begin) - d) / den; //printf("dist is %i\n",dist); if (dist < (real_t)-CMP_EPSILON || dist > (1 + (real_t)CMP_EPSILON)) { return false; } dist = -dist; *p_intersection = p_begin + segment * dist; return true; } /* misc */ bool Plane::is_equal_approx(const Plane &p_plane) const { return normal.is_equal_approx(p_plane.normal) && Math::is_equal_approx(d, p_plane.d); } bool Plane::is_equal_approx_any_side(const Plane &p_plane) const { return (normal.is_equal_approx(p_plane.normal) && Math::is_equal_approx(d, p_plane.d)) || (normal.is_equal_approx(-p_plane.normal) && Math::is_equal_approx(d, -p_plane.d)); } Plane::operator String() const { return "[N: " + normal.operator String() + ", D: " + String::num_real(d) + "]"; }