mono: Plane, expose Normal, and D

This commit is contained in:
Kelly Thomas 2018-05-17 23:04:20 +08:00
parent edc3e6b0da
commit 16e1b4bacf

View file

@ -9,17 +9,23 @@ namespace Godot
{ {
public struct Plane : IEquatable<Plane> public struct Plane : IEquatable<Plane>
{ {
Vector3 normal; private Vector3 _normal;
public Vector3 Normal
{
get { return _normal; }
set { _normal = value; }
}
public real_t x public real_t x
{ {
get get
{ {
return normal.x; return _normal.x;
} }
set set
{ {
normal.x = value; _normal.x = value;
} }
} }
@ -27,11 +33,11 @@ namespace Godot
{ {
get get
{ {
return normal.y; return _normal.y;
} }
set set
{ {
normal.y = value; _normal.y = value;
} }
} }
@ -39,62 +45,62 @@ namespace Godot
{ {
get get
{ {
return normal.z; return _normal.z;
} }
set set
{ {
normal.z = value; _normal.z = value;
} }
} }
real_t d; public real_t D { get; set; }
public Vector3 Center public Vector3 Center
{ {
get get
{ {
return normal * d; return _normal * D;
} }
} }
public real_t DistanceTo(Vector3 point) public real_t DistanceTo(Vector3 point)
{ {
return normal.Dot(point) - d; return _normal.Dot(point) - D;
} }
public Vector3 GetAnyPoint() public Vector3 GetAnyPoint()
{ {
return normal * d; return _normal * D;
} }
public bool HasPoint(Vector3 point, real_t epsilon = Mathf.Epsilon) public bool HasPoint(Vector3 point, real_t epsilon = Mathf.Epsilon)
{ {
real_t dist = normal.Dot(point) - d; real_t dist = _normal.Dot(point) - D;
return Mathf.Abs(dist) <= epsilon; return Mathf.Abs(dist) <= epsilon;
} }
public Vector3 Intersect3(Plane b, Plane c) public Vector3 Intersect3(Plane b, Plane c)
{ {
real_t denom = normal.Cross(b.normal).Dot(c.normal); real_t denom = _normal.Cross(b._normal).Dot(c._normal);
if (Mathf.Abs(denom) <= Mathf.Epsilon) if (Mathf.Abs(denom) <= Mathf.Epsilon)
return new Vector3(); return new Vector3();
Vector3 result = b.normal.Cross(c.normal) * d + Vector3 result = b._normal.Cross(c._normal) * D +
c.normal.Cross(normal) * b.d + c._normal.Cross(_normal) * b.D +
normal.Cross(b.normal) * c.d; _normal.Cross(b._normal) * c.D;
return result / denom; return result / denom;
} }
public Vector3 IntersectRay(Vector3 from, Vector3 dir) public Vector3 IntersectRay(Vector3 from, Vector3 dir)
{ {
real_t den = normal.Dot(dir); real_t den = _normal.Dot(dir);
if (Mathf.Abs(den) <= Mathf.Epsilon) if (Mathf.Abs(den) <= Mathf.Epsilon)
return new Vector3(); return new Vector3();
real_t 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 // This is a ray, before the emitting pos (from) does not exist
if (dist > Mathf.Epsilon) if (dist > Mathf.Epsilon)
@ -106,12 +112,12 @@ namespace Godot
public Vector3 IntersectSegment(Vector3 begin, Vector3 end) public Vector3 IntersectSegment(Vector3 begin, Vector3 end)
{ {
Vector3 segment = begin - end; Vector3 segment = begin - end;
real_t den = normal.Dot(segment); real_t den = _normal.Dot(segment);
if (Mathf.Abs(den) <= Mathf.Epsilon) if (Mathf.Abs(den) <= Mathf.Epsilon)
return new Vector3(); return new Vector3();
real_t 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 new Vector3();
@ -121,46 +127,46 @@ namespace Godot
public bool IsPointOver(Vector3 point) public bool IsPointOver(Vector3 point)
{ {
return normal.Dot(point) > d; return _normal.Dot(point) > D;
} }
public Plane Normalized() public Plane Normalized()
{ {
real_t len = normal.Length(); real_t len = _normal.Length();
if (len == 0) if (len == 0)
return new Plane(0, 0, 0, 0); return new Plane(0, 0, 0, 0);
return new Plane(normal / len, d / len); return new Plane(_normal / len, D / len);
} }
public Vector3 Project(Vector3 point) public Vector3 Project(Vector3 point)
{ {
return point - normal * DistanceTo(point); return point - _normal * DistanceTo(point);
} }
// Constructors // Constructors
public Plane(real_t a, real_t b, real_t c, real_t d) public Plane(real_t a, real_t b, real_t c, real_t d)
{ {
normal = new Vector3(a, b, c); _normal = new Vector3(a, b, c);
this.d = d; this.D = d;
} }
public Plane(Vector3 normal, real_t d) public Plane(Vector3 normal, real_t d)
{ {
this.normal = normal; this._normal = normal;
this.d = d; this.D = d;
} }
public Plane(Vector3 v1, Vector3 v2, Vector3 v3) public Plane(Vector3 v1, Vector3 v2, Vector3 v3)
{ {
normal = (v1 - v3).Cross(v1 - v2); _normal = (v1 - v3).Cross(v1 - v2);
normal.Normalize(); _normal.Normalize();
d = normal.Dot(v1); D = _normal.Dot(v1);
} }
public static Plane operator -(Plane plane) public static Plane operator -(Plane plane)
{ {
return new Plane(-plane.normal, -plane.d); return new Plane(-plane._normal, -plane.D);
} }
public static bool operator ==(Plane left, Plane right) public static bool operator ==(Plane left, Plane right)
@ -185,20 +191,20 @@ namespace Godot
public bool Equals(Plane other) public bool Equals(Plane other)
{ {
return normal == other.normal && d == other.d; return _normal == other._normal && D == other.D;
} }
public override int GetHashCode() public override int GetHashCode()
{ {
return normal.GetHashCode() ^ d.GetHashCode(); return _normal.GetHashCode() ^ D.GetHashCode();
} }
public override string ToString() public override string ToString()
{ {
return String.Format("({0}, {1})", new object[] return String.Format("({0}, {1})", new object[]
{ {
normal.ToString(), _normal.ToString(),
d.ToString() D.ToString()
}); });
} }
@ -206,8 +212,8 @@ namespace Godot
{ {
return String.Format("({0}, {1})", new object[] return String.Format("({0}, {1})", new object[]
{ {
normal.ToString(format), _normal.ToString(format),
d.ToString(format) D.ToString(format)
}); });
} }
} }