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![Rémi Verschelde](/assets/img/avatar_default.png)
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
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Here's to a great year 2021 for all Godot users 🎆
137 lines
5.4 KiB
C++
137 lines
5.4 KiB
C++
/*************************************************************************/
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/* plane.h */
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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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#ifndef PLANE_H
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#define PLANE_H
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#include "core/math/vector3.h"
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class Variant;
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class Plane {
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public:
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Vector3 normal;
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real_t d = 0;
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void set_normal(const Vector3 &p_normal);
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_FORCE_INLINE_ Vector3 get_normal() const { return normal; }; ///Point is coplanar, CMP_EPSILON for precision
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void normalize();
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Plane normalized() const;
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/* Plane-Point operations */
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_FORCE_INLINE_ Vector3 center() const { return normal * d; }
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Vector3 get_any_perpendicular_normal() const;
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_FORCE_INLINE_ bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
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_FORCE_INLINE_ real_t distance_to(const Vector3 &p_point) const;
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_FORCE_INLINE_ bool has_point(const Vector3 &p_point, real_t _epsilon = CMP_EPSILON) const;
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/* intersections */
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bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = nullptr) const;
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bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const;
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bool intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const;
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// For Variant bindings.
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Variant intersect_3_bind(const Plane &p_plane1, const Plane &p_plane2) const;
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Variant intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const;
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Variant intersects_segment_bind(const Vector3 &p_begin, const Vector3 &p_end) const;
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_FORCE_INLINE_ Vector3 project(const Vector3 &p_point) const {
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return p_point - normal * distance_to(p_point);
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}
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/* misc */
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Plane operator-() const { return Plane(-normal, -d); }
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bool is_equal_approx(const Plane &p_plane) const;
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bool is_equal_approx_any_side(const Plane &p_plane) const;
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_FORCE_INLINE_ bool operator==(const Plane &p_plane) const;
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_FORCE_INLINE_ bool operator!=(const Plane &p_plane) const;
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operator String() const;
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_FORCE_INLINE_ Plane() {}
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_FORCE_INLINE_ Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) :
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normal(p_a, p_b, p_c),
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d(p_d) {}
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_FORCE_INLINE_ Plane(const Vector3 &p_normal, real_t p_d);
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_FORCE_INLINE_ Plane(const Vector3 &p_point, const Vector3 &p_normal);
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_FORCE_INLINE_ Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
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};
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bool Plane::is_point_over(const Vector3 &p_point) const {
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return (normal.dot(p_point) > d);
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}
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real_t Plane::distance_to(const Vector3 &p_point) const {
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return (normal.dot(p_point) - d);
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}
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bool Plane::has_point(const Vector3 &p_point, real_t _epsilon) const {
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real_t dist = normal.dot(p_point) - d;
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dist = ABS(dist);
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return (dist <= _epsilon);
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}
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Plane::Plane(const Vector3 &p_normal, real_t p_d) :
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normal(p_normal),
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d(p_d) {
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}
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Plane::Plane(const Vector3 &p_point, const Vector3 &p_normal) :
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normal(p_normal),
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d(p_normal.dot(p_point)) {
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}
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Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir) {
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if (p_dir == CLOCKWISE) {
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normal = (p_point1 - p_point3).cross(p_point1 - p_point2);
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} else {
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normal = (p_point1 - p_point2).cross(p_point1 - p_point3);
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}
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normal.normalize();
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d = normal.dot(p_point1);
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}
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bool Plane::operator==(const Plane &p_plane) const {
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return normal == p_plane.normal && d == p_plane.d;
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}
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bool Plane::operator!=(const Plane &p_plane) const {
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return normal != p_plane.normal || d != p_plane.d;
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}
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#endif // PLANE_H
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