diff options
Diffstat (limited to 'modules')
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs | 48 |
1 files changed, 26 insertions, 22 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs index 9e5f7c4f9e..8a125e3c73 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs @@ -15,7 +15,7 @@ namespace Godot private Vector3 _normal; /// <summary> - /// The normal of the plane, which must be normalized. + /// The normal of the plane, which must be a unit vector. /// In the scalar equation of the plane <c>ax + by + cz = d</c>, this is /// the vector <c>(a, b, c)</c>, where <c>d</c> is the <see cref="D"/> property. /// </summary> @@ -85,23 +85,6 @@ namespace Godot public real_t D { get; set; } /// <summary> - /// The center of the plane, the point where the normal line intersects the plane. - /// </summary> - /// <value>Equivalent to <see cref="Normal"/> multiplied by <see cref="D"/>.</value> - public Vector3 Center - { - readonly get - { - return _normal * D; - } - set - { - _normal = value.Normalized(); - D = value.Length(); - } - } - - /// <summary> /// Returns the shortest distance from this plane to the position <paramref name="point"/>. /// </summary> /// <param name="point">The position to use for the calculation.</param> @@ -112,6 +95,16 @@ namespace Godot } /// <summary> + /// Returns the center of the plane, the point on the plane closest to the origin. + /// The point where the normal line going through the origin intersects the plane. + /// </summary> + /// <value>Equivalent to <see cref="Normal"/> multiplied by <see cref="D"/>.</value> + public readonly Vector3 GetCenter() + { + return _normal * D; + } + + /// <summary> /// Returns <see langword="true"/> if point is inside the plane. /// Comparison uses a custom minimum tolerance threshold. /// </summary> @@ -155,7 +148,7 @@ namespace Godot /// <param name="from">The start of the ray.</param> /// <param name="dir">The direction of the ray, normalized.</param> /// <returns>The intersection, or <see langword="null"/> if none is found.</returns> - public readonly Vector3? IntersectRay(Vector3 from, Vector3 dir) + public readonly Vector3? IntersectsRay(Vector3 from, Vector3 dir) { real_t den = _normal.Dot(dir); @@ -183,7 +176,7 @@ namespace Godot /// <param name="begin">The start of the line segment.</param> /// <param name="end">The end of the line segment.</param> /// <returns>The intersection, or <see langword="null"/> if none is found.</returns> - public readonly Vector3? IntersectSegment(Vector3 begin, Vector3 end) + public readonly Vector3? IntersectsSegment(Vector3 begin, Vector3 end) { Vector3 segment = begin - end; real_t den = _normal.Dot(segment); @@ -290,10 +283,21 @@ namespace Godot } /// <summary> + /// Constructs a <see cref="Plane"/> from a <paramref name="normal"/> vector. + /// The plane will intersect the origin. + /// </summary> + /// <param name="normal">The normal of the plane, must be a unit vector.</param> + public Plane(Vector3 normal) + { + _normal = normal; + D = 0; + } + + /// <summary> /// Constructs a <see cref="Plane"/> from a <paramref name="normal"/> vector and /// the plane's distance to the origin <paramref name="d"/>. /// </summary> - /// <param name="normal">The normal of the plane, must be normalized.</param> + /// <param name="normal">The normal of the plane, must be a unit vector.</param> /// <param name="d">The plane's distance from the origin. This value is typically non-negative.</param> public Plane(Vector3 normal, real_t d) { @@ -305,7 +309,7 @@ namespace Godot /// Constructs a <see cref="Plane"/> from a <paramref name="normal"/> vector and /// a <paramref name="point"/> on the plane. /// </summary> - /// <param name="normal">The normal of the plane, must be normalized.</param> + /// <param name="normal">The normal of the plane, must be a unit vector.</param> /// <param name="point">The point on the plane.</param> public Plane(Vector3 normal, Vector3 point) { |