/*************************************************************************/ /* face3.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef FACE3_H #define FACE3_H #include "vector3.h" #include "plane.h" #include "aabb.h" #include "transform.h" class Face3 { public: enum Side { SIDE_OVER, SIDE_UNDER, SIDE_SPANNING, SIDE_COPLANAR }; Vector3 vertex[3]; /** * * @param p_plane plane used to split the face * @param p_res array of at least 3 faces, amount used in functio return * @param p_is_point_over array of at least 3 booleans, determining which face is over the plane, amount used in functio return * @param _epsilon constant used for numerical error rounding, to add "thickness" to the plane (so coplanar points can happen) * @return amount of faces generated by the split, either 0 (means no split possible), 2 or 3 */ int split_by_plane(const Plane& p_plane,Face3 *p_res,bool *p_is_point_over) const; Plane get_plane(ClockDirection p_dir=CLOCKWISE) const; Vector3 get_random_point_inside() const; Side get_side_of(const Face3& p_face,ClockDirection p_clock_dir=CLOCKWISE) const; bool is_degenerate() const; real_t get_area() const; Vector3 get_median_point() const; bool intersects_ray(const Vector3& p_from,const Vector3& p_dir,Vector3 * p_intersection=0) const; bool intersects_segment(const Vector3& p_from,const Vector3& p_dir,Vector3 * p_intersection=0) const; ClockDirection get_clock_dir() const; ///< todo, test if this is returning the proper clockwisity void get_support(const Vector3& p_normal,const Transform& p_transform,Vector3 *p_vertices,int* p_count,int p_max) const; void project_range(const Vector3& p_normal,const Transform& p_transform,float& r_min, float& r_max) const; AABB get_aabb() const { AABB aabb( vertex[0], Vector3() ); aabb.expand_to( vertex[1] ); aabb.expand_to( vertex[2] ); return aabb; } bool intersects_aabb(const AABB& p_aabb) const; operator String() const; inline Face3() {} inline Face3(const Vector3 &p_v1,const Vector3 &p_v2,const Vector3 &p_v3) { vertex[0]=p_v1; vertex[1]=p_v2; vertex[2]=p_v3; } }; #endif // FACE3_H