plane.h 5.4 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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 "core/math/vector3.h"
  33. class Variant;
  34. struct [[nodiscard]] Plane {
  35. Vector3 normal;
  36. real_t d = 0;
  37. void set_normal(const Vector3 &p_normal);
  38. _FORCE_INLINE_ Vector3 get_normal() const { return normal; }
  39. void normalize();
  40. Plane normalized() const;
  41. /* Plane-Point operations */
  42. _FORCE_INLINE_ Vector3 get_center() const { return normal * d; }
  43. Vector3 get_any_perpendicular_normal() const;
  44. _FORCE_INLINE_ bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
  45. _FORCE_INLINE_ real_t distance_to(const Vector3 &p_point) const;
  46. _FORCE_INLINE_ bool has_point(const Vector3 &p_point, real_t p_tolerance = CMP_EPSILON) const;
  47. /* intersections */
  48. bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = nullptr) const;
  49. bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const;
  50. bool intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const;
  51. // For Variant bindings.
  52. Variant intersect_3_bind(const Plane &p_plane1, const Plane &p_plane2) const;
  53. Variant intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const;
  54. Variant intersects_segment_bind(const Vector3 &p_begin, const Vector3 &p_end) const;
  55. _FORCE_INLINE_ Vector3 project(const Vector3 &p_point) const {
  56. return p_point - normal * distance_to(p_point);
  57. }
  58. /* misc */
  59. Plane operator-() const { return Plane(-normal, -d); }
  60. bool is_equal_approx(const Plane &p_plane) const;
  61. bool is_equal_approx_any_side(const Plane &p_plane) const;
  62. bool is_finite() const;
  63. _FORCE_INLINE_ bool operator==(const Plane &p_plane) const;
  64. _FORCE_INLINE_ bool operator!=(const Plane &p_plane) const;
  65. operator String() const;
  66. _FORCE_INLINE_ Plane() {}
  67. _FORCE_INLINE_ Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) :
  68. normal(p_a, p_b, p_c),
  69. d(p_d) {}
  70. _FORCE_INLINE_ Plane(const Vector3 &p_normal, real_t p_d = 0.0);
  71. _FORCE_INLINE_ Plane(const Vector3 &p_normal, const Vector3 &p_point);
  72. _FORCE_INLINE_ Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
  73. };
  74. bool Plane::is_point_over(const Vector3 &p_point) const {
  75. return (normal.dot(p_point) > d);
  76. }
  77. real_t Plane::distance_to(const Vector3 &p_point) const {
  78. return (normal.dot(p_point) - d);
  79. }
  80. bool Plane::has_point(const Vector3 &p_point, real_t p_tolerance) const {
  81. real_t dist = normal.dot(p_point) - d;
  82. dist = ABS(dist);
  83. return (dist <= p_tolerance);
  84. }
  85. Plane::Plane(const Vector3 &p_normal, real_t p_d) :
  86. normal(p_normal),
  87. d(p_d) {
  88. }
  89. Plane::Plane(const Vector3 &p_normal, const Vector3 &p_point) :
  90. normal(p_normal),
  91. d(p_normal.dot(p_point)) {
  92. }
  93. Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir) {
  94. if (p_dir == CLOCKWISE) {
  95. normal = (p_point1 - p_point3).cross(p_point1 - p_point2);
  96. } else {
  97. normal = (p_point1 - p_point2).cross(p_point1 - p_point3);
  98. }
  99. normal.normalize();
  100. d = normal.dot(p_point1);
  101. }
  102. bool Plane::operator==(const Plane &p_plane) const {
  103. return normal == p_plane.normal && d == p_plane.d;
  104. }
  105. bool Plane::operator!=(const Plane &p_plane) const {
  106. return normal != p_plane.normal || d != p_plane.d;
  107. }
  108. #endif // PLANE_H