Update core data structures to match the engine
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@@ -32,29 +32,30 @@
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#define GODOT_PLANE_HPP
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#include <godot_cpp/classes/global_constants.hpp>
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#include <godot_cpp/core/math.hpp>
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#include <godot_cpp/variant/vector3.hpp>
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namespace godot {
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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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inline Vector3 get_normal() const { return normal; }; /// Point is coplanar, CMP_EPSILON for precision
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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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inline Vector3 center() const { return normal * d; }
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_FORCE_INLINE_ Vector3 center() const { return normal * d; }
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Vector3 get_any_perpendicular_normal() const;
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inline bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
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inline real_t distance_to(const Vector3 &p_point) const;
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inline bool has_point(const Vector3 &p_point, real_t _epsilon = CMP_EPSILON) 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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@@ -62,7 +63,12 @@ struct _NO_DISCARD_ Plane {
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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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inline Vector3 project(const Vector3 &p_point) 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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@@ -72,18 +78,18 @@ struct _NO_DISCARD_ Plane {
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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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inline bool operator==(const Plane &p_plane) const;
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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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_FORCE_INLINE_ bool operator!=(const Plane &p_plane) const;
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operator String() const;
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inline Plane() {}
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inline Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) :
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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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inline Plane(const Vector3 &p_normal, real_t p_d);
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inline Plane(const Vector3 &p_point, const Vector3 &p_normal);
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inline Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
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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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@@ -94,10 +100,10 @@ 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 _epsilon) const {
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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 = Math::abs(dist);
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return (dist <= _epsilon);
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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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@@ -105,7 +111,7 @@ Plane::Plane(const Vector3 &p_normal, real_t p_d) :
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d(p_d) {
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}
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Plane::Plane(const Vector3 &p_point, const Vector3 &p_normal) :
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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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@@ -128,6 +134,7 @@ bool Plane::operator==(const Plane &p_plane) const {
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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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} // namespace godot
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#endif // GODOT_PLANE_HPP
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