1/**************************************************************************/
2/* plane.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef PLANE_H
32#define PLANE_H
33
34#include "core/math/vector3.h"
35
36class Variant;
37
38struct _NO_DISCARD_ Plane {
39 Vector3 normal;
40 real_t d = 0;
41
42 void set_normal(const Vector3 &p_normal);
43 _FORCE_INLINE_ Vector3 get_normal() const { return normal; };
44
45 void normalize();
46 Plane normalized() const;
47
48 /* Plane-Point operations */
49
50 _FORCE_INLINE_ Vector3 get_center() const { return normal * d; }
51 Vector3 get_any_perpendicular_normal() const;
52
53 _FORCE_INLINE_ bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
54 _FORCE_INLINE_ real_t distance_to(const Vector3 &p_point) const;
55 _FORCE_INLINE_ bool has_point(const Vector3 &p_point, real_t p_tolerance = CMP_EPSILON) const;
56
57 /* intersections */
58
59 bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = nullptr) const;
60 bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const;
61 bool intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const;
62
63 // For Variant bindings.
64 Variant intersect_3_bind(const Plane &p_plane1, const Plane &p_plane2) const;
65 Variant intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const;
66 Variant intersects_segment_bind(const Vector3 &p_begin, const Vector3 &p_end) const;
67
68 _FORCE_INLINE_ Vector3 project(const Vector3 &p_point) const {
69 return p_point - normal * distance_to(p_point);
70 }
71
72 /* misc */
73
74 Plane operator-() const { return Plane(-normal, -d); }
75 bool is_equal_approx(const Plane &p_plane) const;
76 bool is_equal_approx_any_side(const Plane &p_plane) const;
77 bool is_finite() const;
78
79 _FORCE_INLINE_ bool operator==(const Plane &p_plane) const;
80 _FORCE_INLINE_ bool operator!=(const Plane &p_plane) const;
81 operator String() const;
82
83 _FORCE_INLINE_ Plane() {}
84 _FORCE_INLINE_ Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) :
85 normal(p_a, p_b, p_c),
86 d(p_d) {}
87
88 _FORCE_INLINE_ Plane(const Vector3 &p_normal, real_t p_d = 0.0);
89 _FORCE_INLINE_ Plane(const Vector3 &p_normal, const Vector3 &p_point);
90 _FORCE_INLINE_ Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
91};
92
93bool Plane::is_point_over(const Vector3 &p_point) const {
94 return (normal.dot(p_point) > d);
95}
96
97real_t Plane::distance_to(const Vector3 &p_point) const {
98 return (normal.dot(p_point) - d);
99}
100
101bool Plane::has_point(const Vector3 &p_point, real_t p_tolerance) const {
102 real_t dist = normal.dot(p_point) - d;
103 dist = ABS(dist);
104 return (dist <= p_tolerance);
105}
106
107Plane::Plane(const Vector3 &p_normal, real_t p_d) :
108 normal(p_normal),
109 d(p_d) {
110}
111
112Plane::Plane(const Vector3 &p_normal, const Vector3 &p_point) :
113 normal(p_normal),
114 d(p_normal.dot(p_point)) {
115}
116
117Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir) {
118 if (p_dir == CLOCKWISE) {
119 normal = (p_point1 - p_point3).cross(p_point1 - p_point2);
120 } else {
121 normal = (p_point1 - p_point2).cross(p_point1 - p_point3);
122 }
123
124 normal.normalize();
125 d = normal.dot(p_point1);
126}
127
128bool Plane::operator==(const Plane &p_plane) const {
129 return normal == p_plane.normal && d == p_plane.d;
130}
131
132bool Plane::operator!=(const Plane &p_plane) const {
133 return normal != p_plane.normal || d != p_plane.d;
134}
135
136#endif // PLANE_H
137