3b11e33a09
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
179 lines
5.5 KiB
C++
179 lines
5.5 KiB
C++
/*************************************************************************/
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/* plane.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "plane.h"
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#include "core/math/math_funcs.h"
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#include "core/variant/variant.h"
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void Plane::set_normal(const Vector3 &p_normal) {
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normal = p_normal;
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}
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void Plane::normalize() {
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real_t l = normal.length();
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if (l == 0) {
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*this = Plane(0, 0, 0, 0);
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return;
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}
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normal /= l;
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d /= l;
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}
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Plane Plane::normalized() const {
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Plane p = *this;
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p.normalize();
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return p;
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}
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Vector3 Plane::get_any_perpendicular_normal() const {
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static const Vector3 p1 = Vector3(1, 0, 0);
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static const Vector3 p2 = Vector3(0, 1, 0);
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Vector3 p;
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if (ABS(normal.dot(p1)) > 0.99) { // if too similar to p1
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p = p2; // use p2
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} else {
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p = p1; // use p1
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}
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p -= normal * normal.dot(p);
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p.normalize();
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return p;
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}
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/* intersections */
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bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result) const {
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const Plane &p_plane0 = *this;
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Vector3 normal0 = p_plane0.normal;
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Vector3 normal1 = p_plane1.normal;
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Vector3 normal2 = p_plane2.normal;
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real_t denom = vec3_cross(normal0, normal1).dot(normal2);
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if (Math::is_zero_approx(denom)) {
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return false;
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}
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if (r_result) {
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*r_result = ((vec3_cross(normal1, normal2) * p_plane0.d) +
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(vec3_cross(normal2, normal0) * p_plane1.d) +
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(vec3_cross(normal0, normal1) * p_plane2.d)) /
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denom;
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}
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return true;
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}
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bool Plane::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const {
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Vector3 segment = p_dir;
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real_t den = normal.dot(segment);
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//printf("den is %i\n",den);
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if (Math::is_zero_approx(den)) {
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return false;
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}
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real_t dist = (normal.dot(p_from) - d) / den;
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//printf("dist is %i\n",dist);
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if (dist > CMP_EPSILON) { //this is a ray, before the emitting pos (p_from) doesn't exist
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return false;
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}
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dist = -dist;
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*p_intersection = p_from + segment * dist;
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return true;
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}
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bool Plane::intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const {
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Vector3 segment = p_begin - p_end;
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real_t den = normal.dot(segment);
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//printf("den is %i\n",den);
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if (Math::is_zero_approx(den)) {
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return false;
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}
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real_t dist = (normal.dot(p_begin) - d) / den;
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//printf("dist is %i\n",dist);
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if (dist < -CMP_EPSILON || dist > (1.0 + CMP_EPSILON)) {
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return false;
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}
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dist = -dist;
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*p_intersection = p_begin + segment * dist;
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return true;
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}
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Variant Plane::intersect_3_bind(const Plane &p_plane1, const Plane &p_plane2) const {
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Vector3 inters;
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if (intersect_3(p_plane1, p_plane2, &inters)) {
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return inters;
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} else {
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return Variant();
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}
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}
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Variant Plane::intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const {
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Vector3 inters;
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if (intersects_ray(p_from, p_dir, &inters)) {
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return inters;
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} else {
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return Variant();
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}
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}
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Variant Plane::intersects_segment_bind(const Vector3 &p_begin, const Vector3 &p_end) const {
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Vector3 inters;
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if (intersects_segment(p_begin, p_end, &inters)) {
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return inters;
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} else {
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return Variant();
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}
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}
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/* misc */
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bool Plane::is_equal_approx_any_side(const Plane &p_plane) const {
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return (normal.is_equal_approx(p_plane.normal) && Math::is_equal_approx(d, p_plane.d)) || (normal.is_equal_approx(-p_plane.normal) && Math::is_equal_approx(d, -p_plane.d));
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}
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bool Plane::is_equal_approx(const Plane &p_plane) const {
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return normal.is_equal_approx(p_plane.normal) && Math::is_equal_approx(d, p_plane.d);
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}
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Plane::operator String() const {
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return "[N: " + normal.operator String() + ", D: " + String::num_real(d, false) + "]";
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}
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