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Diffstat (limited to 'modules/mono/glue/cs_files/Plane.cs')
-rw-r--r--modules/mono/glue/cs_files/Plane.cs55
1 files changed, 30 insertions, 25 deletions
diff --git a/modules/mono/glue/cs_files/Plane.cs b/modules/mono/glue/cs_files/Plane.cs
index b347c0835a..8b92522029 100644
--- a/modules/mono/glue/cs_files/Plane.cs
+++ b/modules/mono/glue/cs_files/Plane.cs
@@ -1,4 +1,9 @@
using System;
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
namespace Godot
{
@@ -6,7 +11,7 @@ namespace Godot
{
Vector3 normal;
- public float x
+ public real_t x
{
get
{
@@ -18,7 +23,7 @@ namespace Godot
}
}
- public float y
+ public real_t y
{
get
{
@@ -30,7 +35,7 @@ namespace Godot
}
}
- public float z
+ public real_t z
{
get
{
@@ -42,7 +47,7 @@ namespace Godot
}
}
- float d;
+ real_t d;
public Vector3 Center
{
@@ -52,7 +57,7 @@ namespace Godot
}
}
- public float DistanceTo(Vector3 point)
+ public real_t DistanceTo(Vector3 point)
{
return normal.Dot(point) - d;
}
@@ -62,34 +67,34 @@ namespace Godot
return normal * d;
}
- public bool HasPoint(Vector3 point, float epsilon = Mathf.Epsilon)
+ public bool HasPoint(Vector3 point, real_t epsilon = Mathf.Epsilon)
{
- float dist = normal.Dot(point) - d;
+ real_t dist = normal.Dot(point) - d;
return Mathf.Abs(dist) <= epsilon;
}
public Vector3 Intersect3(Plane b, Plane c)
{
- float denom = normal.Cross(b.normal).Dot(c.normal);
+ real_t denom = normal.Cross(b.normal).Dot(c.normal);
if (Mathf.Abs(denom) <= Mathf.Epsilon)
return new Vector3();
- Vector3 result = (b.normal.Cross(c.normal) * this.d) +
- (c.normal.Cross(normal) * b.d) +
- (normal.Cross(b.normal) * c.d);
+ Vector3 result = b.normal.Cross(c.normal) * d +
+ c.normal.Cross(normal) * b.d +
+ normal.Cross(b.normal) * c.d;
return result / denom;
}
public Vector3 IntersectRay(Vector3 from, Vector3 dir)
{
- float den = normal.Dot(dir);
+ real_t den = normal.Dot(dir);
if (Mathf.Abs(den) <= Mathf.Epsilon)
return new Vector3();
- float dist = (normal.Dot(from) - d) / den;
+ real_t dist = (normal.Dot(from) - d) / den;
// This is a ray, before the emitting pos (from) does not exist
if (dist > Mathf.Epsilon)
@@ -101,14 +106,14 @@ namespace Godot
public Vector3 IntersectSegment(Vector3 begin, Vector3 end)
{
Vector3 segment = begin - end;
- float den = normal.Dot(segment);
+ real_t den = normal.Dot(segment);
if (Mathf.Abs(den) <= Mathf.Epsilon)
return new Vector3();
- float dist = (normal.Dot(begin) - d) / den;
+ real_t dist = (normal.Dot(begin) - d) / den;
- if (dist < -Mathf.Epsilon || dist > (1.0f + Mathf.Epsilon))
+ if (dist < -Mathf.Epsilon || dist > 1.0f + Mathf.Epsilon)
return new Vector3();
return begin + segment * -dist;
@@ -121,7 +126,7 @@ namespace Godot
public Plane Normalized()
{
- float len = normal.Length();
+ real_t len = normal.Length();
if (len == 0)
return new Plane(0, 0, 0, 0);
@@ -133,14 +138,14 @@ namespace Godot
{
return point - normal * DistanceTo(point);
}
-
- public Plane(float a, float b, float c, float d)
+
+ // Constructors
+ public Plane(real_t a, real_t b, real_t c, real_t d)
{
normal = new Vector3(a, b, c);
this.d = d;
}
-
- public Plane(Vector3 normal, float d)
+ public Plane(Vector3 normal, real_t d)
{
this.normal = normal;
this.d = d;
@@ -192,8 +197,8 @@ namespace Godot
{
return String.Format("({0}, {1})", new object[]
{
- this.normal.ToString(),
- this.d.ToString()
+ normal.ToString(),
+ d.ToString()
});
}
@@ -201,8 +206,8 @@ namespace Godot
{
return String.Format("({0}, {1})", new object[]
{
- this.normal.ToString(format),
- this.d.ToString(format)
+ normal.ToString(format),
+ d.ToString(format)
});
}
}