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godot-cpp/src/core/Plane.cpp
Hugo Locurcio cf5428e103 Add license headers to all source and header files
This is consistent with the core Godot source code, and ensures the
license isn't detached from its original code when individual files
are distributed.
2021-08-02 18:34:58 +02:00

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/*************************************************************************/
/* Plane.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "Plane.hpp"
#include "Vector3.hpp"
#include <cmath>
namespace godot {
void Plane::set_normal(const Vector3 &p_normal) {
this->normal = p_normal;
}
Vector3 Plane::project(const Vector3 &p_point) const {
return p_point - normal * distance_to(p_point);
}
void Plane::normalize() {
real_t l = normal.length();
if (l == 0) {
*this = Plane(0, 0, 0, 0);
return;
}
normal /= l;
d /= l;
}
Plane Plane::normalized() const {
Plane p = *this;
p.normalize();
return p;
}
Vector3 Plane::get_any_point() const {
return get_normal() * d;
}
Vector3 Plane::get_any_perpendicular_normal() const {
static const Vector3 p1 = Vector3(1, 0, 0);
static const Vector3 p2 = Vector3(0, 1, 0);
Vector3 p;
if (::fabs(normal.dot(p1)) > 0.99) // if too similar to p1
p = p2; // use p2
else
p = p1; // use p1
p -= normal * normal.dot(p);
p.normalize();
return p;
}
/* intersections */
bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result) const {
const Plane &p_plane0 = *this;
Vector3 normal0 = p_plane0.normal;
Vector3 normal1 = p_plane1.normal;
Vector3 normal2 = p_plane2.normal;
real_t denom = vec3_cross(normal0, normal1).dot(normal2);
if (::fabs(denom) <= CMP_EPSILON)
return false;
if (r_result) {
*r_result = ((vec3_cross(normal1, normal2) * p_plane0.d) +
(vec3_cross(normal2, normal0) * p_plane1.d) +
(vec3_cross(normal0, normal1) * p_plane2.d)) /
denom;
}
return true;
}
bool Plane::intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3 *p_intersection) const {
Vector3 segment = p_dir;
real_t den = normal.dot(segment);
//printf("den is %i\n",den);
if (::fabs(den) <= CMP_EPSILON) {
return false;
}
real_t dist = (normal.dot(p_from) - d) / den;
//printf("dist is %i\n",dist);
if (dist > CMP_EPSILON) { //this is a ray, before the emiting pos (p_from) doesnt exist
return false;
}
dist = -dist;
*p_intersection = p_from + segment * dist;
return true;
}
bool Plane::intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3 *p_intersection) const {
Vector3 segment = p_begin - p_end;
real_t den = normal.dot(segment);
//printf("den is %i\n",den);
if (::fabs(den) <= CMP_EPSILON) {
return false;
}
real_t dist = (normal.dot(p_begin) - d) / den;
//printf("dist is %i\n",dist);
if (dist < -CMP_EPSILON || dist > (1.0 + CMP_EPSILON)) {
return false;
}
dist = -dist;
*p_intersection = p_begin + segment * dist;
return true;
}
/* misc */
bool Plane::is_almost_like(const Plane &p_plane) const {
return (normal.dot(p_plane.normal) > _PLANE_EQ_DOT_EPSILON && ::fabs(d - p_plane.d) < _PLANE_EQ_D_EPSILON);
}
Plane::operator String() const {
// return normal.operator String() + ", " + rtos(d);
return String(); // @Todo
}
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 {
real_t dist = normal.dot(p_point) - d;
dist = ::fabs(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;
}
} // namespace godot