plane.h 5.0 KB

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  1. /*************************************************************************/
  2. /* plane.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2017 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 PLANE_H
  31. #define PLANE_H
  32. #include "vector3.h"
  33. class Plane {
  34. public:
  35. Vector3 normal;
  36. real_t d;
  37. void set_normal(const Vector3 &p_normal);
  38. _FORCE_INLINE_ Vector3 get_normal() const { return normal; }; ///Point is coplanar, CMP_EPSILON for precision
  39. void normalize();
  40. Plane normalized() const;
  41. /* Plane-Point operations */
  42. _FORCE_INLINE_ Vector3 center() const { return normal * d; }
  43. Vector3 get_any_point() const;
  44. Vector3 get_any_perpendicular_normal() const;
  45. _FORCE_INLINE_ bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
  46. _FORCE_INLINE_ real_t distance_to(const Vector3 &p_point) const;
  47. _FORCE_INLINE_ bool has_point(const Vector3 &p_point, real_t _epsilon = CMP_EPSILON) const;
  48. /* intersections */
  49. bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = 0) const;
  50. bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const;
  51. bool intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const;
  52. _FORCE_INLINE_ Vector3 project(const Vector3 &p_point) const {
  53. return p_point - normal * distance_to(p_point);
  54. }
  55. /* misc */
  56. Plane operator-() const { return Plane(-normal, -d); }
  57. bool is_almost_like(const Plane &p_plane) const;
  58. _FORCE_INLINE_ bool operator==(const Plane &p_plane) const;
  59. _FORCE_INLINE_ bool operator!=(const Plane &p_plane) const;
  60. operator String() const;
  61. _FORCE_INLINE_ Plane() { d = 0; }
  62. _FORCE_INLINE_ Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d)
  63. : normal(p_a, p_b, p_c),
  64. d(p_d){};
  65. _FORCE_INLINE_ Plane(const Vector3 &p_normal, real_t p_d);
  66. _FORCE_INLINE_ Plane(const Vector3 &p_point, const Vector3 &p_normal);
  67. _FORCE_INLINE_ Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
  68. };
  69. bool Plane::is_point_over(const Vector3 &p_point) const {
  70. return (normal.dot(p_point) > d);
  71. }
  72. real_t Plane::distance_to(const Vector3 &p_point) const {
  73. return (normal.dot(p_point) - d);
  74. }
  75. bool Plane::has_point(const Vector3 &p_point, real_t _epsilon) const {
  76. real_t dist = normal.dot(p_point) - d;
  77. dist = ABS(dist);
  78. return (dist <= _epsilon);
  79. }
  80. Plane::Plane(const Vector3 &p_normal, real_t p_d)
  81. : normal(p_normal),
  82. d(p_d) {
  83. }
  84. Plane::Plane(const Vector3 &p_point, const Vector3 &p_normal)
  85. : normal(p_normal),
  86. d(p_normal.dot(p_point)) {
  87. }
  88. Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir) {
  89. if (p_dir == CLOCKWISE)
  90. normal = (p_point1 - p_point3).cross(p_point1 - p_point2);
  91. else
  92. normal = (p_point1 - p_point2).cross(p_point1 - p_point3);
  93. normal.normalize();
  94. d = normal.dot(p_point1);
  95. }
  96. bool Plane::operator==(const Plane &p_plane) const {
  97. return normal == p_plane.normal && d == p_plane.d;
  98. }
  99. bool Plane::operator!=(const Plane &p_plane) const {
  100. return normal != p_plane.normal || d != p_plane.d;
  101. }
  102. #endif // PLANE_H