mirror of
https://github.com/godotengine/godot.git
synced 2024-11-25 13:43:15 +00:00
c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
147 lines
4.9 KiB
C++
147 lines
4.9 KiB
C++
/*************************************************************************/
|
|
/* plane.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* http://www.godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2017 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. */
|
|
/*************************************************************************/
|
|
#ifndef PLANE_H
|
|
#define PLANE_H
|
|
|
|
|
|
#include "vector3.h"
|
|
|
|
class Plane {
|
|
public:
|
|
|
|
Vector3 normal;
|
|
real_t d;
|
|
|
|
|
|
void set_normal(const Vector3& p_normal);
|
|
_FORCE_INLINE_ Vector3 get_normal() const { return normal; }; ///Point is coplanar, CMP_EPSILON for precision
|
|
|
|
void normalize();
|
|
Plane normalized() const;
|
|
|
|
/* Plane-Point operations */
|
|
|
|
_FORCE_INLINE_ Vector3 center() const { return normal*d; }
|
|
Vector3 get_any_point() const;
|
|
Vector3 get_any_perpendicular_normal() const;
|
|
|
|
_FORCE_INLINE_ bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
|
|
_FORCE_INLINE_ real_t distance_to(const Vector3 &p_point) const;
|
|
_FORCE_INLINE_ 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;
|
|
|
|
_FORCE_INLINE_ Vector3 project(const Vector3& p_point) const {
|
|
|
|
return p_point - normal * distance_to(p_point);
|
|
}
|
|
|
|
/* misc */
|
|
|
|
Plane operator-() const { return Plane(-normal,-d); }
|
|
bool is_almost_like(const Plane& p_plane) const;
|
|
|
|
_FORCE_INLINE_ bool operator==(const Plane& p_plane) const;
|
|
_FORCE_INLINE_ bool operator!=(const Plane& p_plane) const;
|
|
operator String() const;
|
|
|
|
_FORCE_INLINE_ Plane() { d=0; }
|
|
_FORCE_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) { };
|
|
|
|
_FORCE_INLINE_ Plane(const Vector3 &p_normal, real_t p_d);
|
|
_FORCE_INLINE_ Plane(const Vector3 &p_point, const Vector3& p_normal);
|
|
_FORCE_INLINE_ Plane(const Vector3 &p_point1, const Vector3 &p_point2,const Vector3 &p_point3,ClockDirection p_dir = CLOCKWISE);
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
bool Plane::is_point_over(const Vector3 &p_point) const {
|
|
|
|
return (normal.dot(p_point) > d);
|
|
}
|
|
|
|
real_t Plane::distance_to(const Vector3 &p_point) const {
|
|
|
|
return (normal.dot(p_point)-d);
|
|
}
|
|
|
|
bool Plane::has_point(const Vector3 &p_point,real_t _epsilon) const {
|
|
|
|
float dist=normal.dot(p_point) - d;
|
|
dist=ABS(dist);
|
|
return ( dist <= _epsilon);
|
|
|
|
}
|
|
|
|
Plane::Plane(const Vector3 &p_normal, real_t p_d) {
|
|
|
|
normal=p_normal;
|
|
d=p_d;
|
|
}
|
|
|
|
Plane::Plane(const Vector3 &p_point, const Vector3& p_normal) {
|
|
|
|
normal=p_normal;
|
|
d=p_normal.dot(p_point);
|
|
}
|
|
|
|
Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3,ClockDirection p_dir) {
|
|
|
|
if (p_dir == CLOCKWISE)
|
|
normal=(p_point1-p_point3).cross(p_point1-p_point2);
|
|
else
|
|
normal=(p_point1-p_point2).cross(p_point1-p_point3);
|
|
|
|
|
|
normal.normalize();
|
|
d = normal.dot(p_point1);
|
|
|
|
|
|
}
|
|
|
|
bool Plane::operator==(const Plane& p_plane) const {
|
|
|
|
return normal==p_plane.normal && d == p_plane.d;
|
|
}
|
|
|
|
bool Plane::operator!=(const Plane& p_plane) const {
|
|
|
|
return normal!=p_plane.normal || d != p_plane.d;
|
|
|
|
}
|
|
|
|
#endif // PLANE_H
|
|
|