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			136 lines
		
	
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			136 lines
		
	
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  plane.h                                                               */
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/**************************************************************************/
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/*                         This file is part of:                          */
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/*                             GODOT ENGINE                               */
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/*                        https://godotengine.org                         */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/*                                                                        */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
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/* a copy of this software and associated documentation files (the        */
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/* "Software"), to deal in the Software without restriction, including    */
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/* without limitation the rights to use, copy, modify, merge, publish,    */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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/* permit persons to whom the Software is furnished to do so, subject to  */
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/* the following conditions:                                              */
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/*                                                                        */
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/* The above copyright notice and this permission notice shall be         */
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/* included in all copies or substantial portions of the Software.        */
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/*                                                                        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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/**************************************************************************/
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#ifndef PLANE_H
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#define PLANE_H
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#include "core/math/vector3.h"
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class Variant;
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struct _NO_DISCARD_ Plane {
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	Vector3 normal;
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	real_t d = 0;
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	void set_normal(const Vector3 &p_normal);
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	_FORCE_INLINE_ Vector3 get_normal() const { return normal; };
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	void normalize();
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	Plane normalized() const;
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	/* Plane-Point operations */
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	_FORCE_INLINE_ Vector3 get_center() const { return normal * d; }
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	Vector3 get_any_perpendicular_normal() const;
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	_FORCE_INLINE_ bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
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	_FORCE_INLINE_ real_t distance_to(const Vector3 &p_point) const;
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	_FORCE_INLINE_ bool has_point(const Vector3 &p_point, real_t p_tolerance = CMP_EPSILON) const;
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	/* intersections */
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	bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = nullptr) const;
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	bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const;
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	bool intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const;
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	// For Variant bindings.
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	Variant intersect_3_bind(const Plane &p_plane1, const Plane &p_plane2) const;
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	Variant intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const;
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	Variant intersects_segment_bind(const Vector3 &p_begin, const Vector3 &p_end) const;
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	_FORCE_INLINE_ Vector3 project(const Vector3 &p_point) const {
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		return p_point - normal * distance_to(p_point);
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	}
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	/* misc */
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	Plane operator-() const { return Plane(-normal, -d); }
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	bool is_equal_approx(const Plane &p_plane) const;
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	bool is_equal_approx_any_side(const Plane &p_plane) const;
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	bool is_finite() const;
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	_FORCE_INLINE_ bool operator==(const Plane &p_plane) const;
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	_FORCE_INLINE_ bool operator!=(const Plane &p_plane) const;
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	operator String() const;
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	_FORCE_INLINE_ Plane() {}
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	_FORCE_INLINE_ Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) :
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			normal(p_a, p_b, p_c),
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			d(p_d) {}
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	_FORCE_INLINE_ Plane(const Vector3 &p_normal, real_t p_d = 0.0);
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	_FORCE_INLINE_ Plane(const Vector3 &p_normal, const Vector3 &p_point);
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	_FORCE_INLINE_ Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
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};
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bool Plane::is_point_over(const Vector3 &p_point) const {
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	return (normal.dot(p_point) > d);
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}
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real_t Plane::distance_to(const Vector3 &p_point) const {
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	return (normal.dot(p_point) - d);
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}
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bool Plane::has_point(const Vector3 &p_point, real_t p_tolerance) const {
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	real_t dist = normal.dot(p_point) - d;
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	dist = ABS(dist);
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	return (dist <= p_tolerance);
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}
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Plane::Plane(const Vector3 &p_normal, real_t p_d) :
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		normal(p_normal),
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		d(p_d) {
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}
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Plane::Plane(const Vector3 &p_normal, const Vector3 &p_point) :
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		normal(p_normal),
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		d(p_normal.dot(p_point)) {
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}
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Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir) {
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	if (p_dir == CLOCKWISE) {
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		normal = (p_point1 - p_point3).cross(p_point1 - p_point2);
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	} else {
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		normal = (p_point1 - p_point2).cross(p_point1 - p_point3);
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	}
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	normal.normalize();
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	d = normal.dot(p_point1);
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}
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bool Plane::operator==(const Plane &p_plane) const {
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	return normal == p_plane.normal && d == p_plane.d;
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}
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bool Plane::operator!=(const Plane &p_plane) const {
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	return normal != p_plane.normal || d != p_plane.d;
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}
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#endif // PLANE_H
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