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using System;
namespace Godot
{
public struct Plane : IEquatable<Plane>
{
Vector3 normal;
public float x
{
get
{
return normal.x;
}
set
{
normal.x = value;
}
}
public float y
{
get
{
return normal.y;
}
set
{
normal.y = value;
}
}
public float z
{
get
{
return normal.z;
}
set
{
normal.z = value;
}
}
float d;
public Vector3 Center
{
get
{
return normal * d;
}
}
public float DistanceTo(Vector3 point)
{
return normal.Dot(point) - d;
}
public Vector3 GetAnyPoint()
{
return normal * d;
}
public bool HasPoint(Vector3 point, float epsilon = Mathf.Epsilon)
{
float 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);
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);
return result / denom;
}
public Vector3 IntersectRay(Vector3 from, Vector3 dir)
{
float den = normal.Dot(dir);
if (Mathf.Abs(den) <= Mathf.Epsilon)
return new Vector3();
float dist = (normal.Dot(from) - d) / den;
// This is a ray, before the emiting pos (from) does not exist
if (dist > Mathf.Epsilon)
return new Vector3();
return from + dir * -dist;
}
public Vector3 IntersectSegment(Vector3 begin, Vector3 end)
{
Vector3 segment = begin - end;
float den = normal.Dot(segment);
if (Mathf.Abs(den) <= Mathf.Epsilon)
return new Vector3();
float dist = (normal.Dot(begin) - d) / den;
if (dist < -Mathf.Epsilon || dist > (1.0f + Mathf.Epsilon))
return new Vector3();
return begin + segment * -dist;
}
public bool IsPointOver(Vector3 point)
{
return normal.Dot(point) > d;
}
public Plane Normalized()
{
float len = normal.Length();
if (len == 0)
return new Plane(0, 0, 0, 0);
return new Plane(normal / len, d / len);
}
public Vector3 Project(Vector3 point)
{
return point - normal * DistanceTo(point);
}
public Plane(float a, float b, float c, float d)
{
normal = new Vector3(a, b, c);
this.d = d;
}
public Plane(Vector3 normal, float d)
{
this.normal = normal;
this.d = d;
}
public Plane(Vector3 v1, Vector3 v2, Vector3 v3)
{
normal = (v1 - v3).Cross(v1 - v2);
normal.Normalize();
d = normal.Dot(v1);
}
public static Plane operator -(Plane plane)
{
return new Plane(-plane.normal, -plane.d);
}
public static bool operator ==(Plane left, Plane right)
{
return left.Equals(right);
}
public static bool operator !=(Plane left, Plane right)
{
return !left.Equals(right);
}
public override bool Equals(object obj)
{
if (obj is Plane)
{
return Equals((Plane)obj);
}
return false;
}
public bool Equals(Plane other)
{
return normal == other.normal && d == other.d;
}
public override int GetHashCode()
{
return normal.GetHashCode() ^ d.GetHashCode();
}
public override string ToString()
{
return String.Format("({0}, {1})", new object[]
{
this.normal.ToString(),
this.d.ToString()
});
}
public string ToString(string format)
{
return String.Format("({0}, {1})", new object[]
{
this.normal.ToString(format),
this.d.ToString(format)
});
}
}
}
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