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#ifndef PLANE_H
#define PLANE_H

#if defined(_WIN32)
#  ifdef _GD_CPP_CORE_API_IMPL
#    define GD_CPP_CORE_API __declspec(dllexport)
#  else
#    define GD_CPP_CORE_API __declspec(dllimport)
#  endif
#else
#  define GD_CPP_CORE_API
#endif

#include "Vector3.hpp"

#include <cmath>


namespace godot {


enum ClockDirection {

	CLOCKWISE,
	COUNTERCLOCKWISE
};

class GD_CPP_CORE_API Plane {
public:
	Vector3 normal;
	real_t d;

	void set_normal(const Vector3& p_normal);

	inline Vector3 get_normal() const { return normal; } ///Point is coplanar, CMP_EPSILON for precision

	void normalize();

	Plane normalized() const;

	/* Plane-Point operations */

	inline Vector3 center() const { return normal*d; }
	Vector3 get_any_point() const;
	Vector3 get_any_perpendicular_normal() const;

	bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
	real_t distance_to(const Vector3 &p_point) const;
	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;

	Vector3 project(const Vector3& p_point) const;

	/* misc */

	inline Plane operator-() const { return Plane(-normal,-d); }
	bool is_almost_like(const Plane& p_plane) const;

	bool operator==(const Plane& p_plane) const;
	bool operator!=(const Plane& p_plane) const;
	operator String() const;

	inline Plane() { d=0; }
	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) { }

	Plane(const Vector3 &p_normal, real_t p_d);
	Plane(const Vector3 &p_point, const Vector3& p_normal);
	Plane(const Vector3 &p_point1, const Vector3 &p_point2,const Vector3 &p_point3,ClockDirection p_dir = CLOCKWISE);

};

}

#endif // PLANE_H