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+/*************************************************************************/
+/* plane.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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. */
+/*************************************************************************/
+#ifndef PLANE_H
+#define PLANE_H
+
+
+#include "vector3.h"
+
+class Plane {
+public:
+
+ Vector3 normal;
+ real_t d;
+
+
+ void set_normal(const Vector3& p_normal);
+ _FORCE_INLINE_ Vector3 get_normal() const { return normal; }; ///Point is coplanar, CMP_EPSILON for precision
+
+ void normalize();
+ Plane normalized() const;
+
+ /* Plane-Point operations */
+
+ _FORCE_INLINE_ Vector3 center() const { return normal*d; }
+ Vector3 get_any_point() const;
+ Vector3 get_any_perpendicular_normal() const;
+
+ _FORCE_INLINE_ bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
+ _FORCE_INLINE_ real_t distance_to(const Vector3 &p_point) const;
+ _FORCE_INLINE_ bool has_point(const Vector3 &p_point,real_t _epsilon=CMP_EPSILON) const;
+
+ /* intersections */
+
+ bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result=0) const;
+ bool intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3* p_intersection) const;
+ bool intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3* p_intersection) const;
+
+ _FORCE_INLINE_ Vector3 project(const Vector3& p_point) const {
+
+ return p_point - normal * distance_to(p_point);
+ }
+
+ /* misc */
+
+ Plane operator-() const { return Plane(-normal,-d); }
+ bool is_almost_like(const Plane& p_plane) const;
+
+ _FORCE_INLINE_ bool operator==(const Plane& p_plane) const;
+ _FORCE_INLINE_ bool operator!=(const Plane& p_plane) const;
+ operator String() const;
+
+ _FORCE_INLINE_ Plane() { d=0; }
+ _FORCE_INLINE_ Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) : normal(p_a,p_b,p_c), d(p_d) { };
+
+ _FORCE_INLINE_ Plane(const Vector3 &p_normal, real_t p_d);
+ _FORCE_INLINE_ Plane(const Vector3 &p_point, const Vector3& p_normal);
+ _FORCE_INLINE_ Plane(const Vector3 &p_point1, const Vector3 &p_point2,const Vector3 &p_point3,ClockDirection p_dir = CLOCKWISE);
+
+
+};
+
+
+
+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 {
+
+ float dist=normal.dot(p_point) - d;
+ dist=ABS(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;
+
+}
+
+#endif // PLANE_H
+