69 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef PLANE_H
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#define PLANE_H
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#include "Vector3.hpp"
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#include <cmath>
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namespace godot {
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enum ClockDirection {
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	CLOCKWISE,
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	COUNTERCLOCKWISE
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};
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class Plane {
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public:
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	Vector3 normal;
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	real_t d;
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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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	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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	Vector3 get_any_point() const;
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	Vector3 get_any_perpendicular_normal() const;
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	bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
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	real_t distance_to(const Vector3 &p_point) const;
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	bool has_point(const Vector3 &p_point, real_t _epsilon = 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 = 0) const;
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	bool intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3 *p_intersection) const;
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	bool intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3 *p_intersection) const;
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	Vector3 project(const Vector3 &p_point) const;
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	/* misc */
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	inline Plane operator-() const { return Plane(-normal, -d); }
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	bool is_almost_like(const Plane &p_plane) const;
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	bool operator==(const Plane &p_plane) const;
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	bool operator!=(const Plane &p_plane) const;
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	operator String() const;
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	inline Plane() { d = 0; }
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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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			normal(p_a, p_b, p_c),
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			d(p_d) {}
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	Plane(const Vector3 &p_normal, real_t p_d);
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	Plane(const Vector3 &p_point, const Vector3 &p_normal);
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	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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} // namespace godot
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#endif // PLANE_H
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