using System; #if REAL_T_IS_DOUBLE using real_t = System.Double; #else using real_t = System.Single; #endif namespace Godot { public struct Plane : IEquatable { private Vector3 _normal; public Vector3 Normal { get { return _normal; } set { _normal = value; } } public real_t x { get { return _normal.x; } set { _normal.x = value; } } public real_t y { get { return _normal.y; } set { _normal.y = value; } } public real_t z { get { return _normal.z; } set { _normal.z = value; } } public real_t D { get; set; } public Vector3 Center { get { return _normal * D; } } public real_t DistanceTo(Vector3 point) { return _normal.Dot(point) - D; } public Vector3 GetAnyPoint() { return _normal * D; } public bool HasPoint(Vector3 point, real_t epsilon = Mathf.Epsilon) { real_t dist = _normal.Dot(point) - D; return Mathf.Abs(dist) <= epsilon; } public Vector3 Intersect3(Plane b, Plane c) { real_t denom = _normal.Cross(b._normal).Dot(c._normal); if (Mathf.Abs(denom) <= Mathf.Epsilon) return new Vector3(); Vector3 result = b._normal.Cross(c._normal) * D + c._normal.Cross(_normal) * b.D + _normal.Cross(b._normal) * c.D; return result / denom; } public Vector3 IntersectRay(Vector3 from, Vector3 dir) { real_t den = _normal.Dot(dir); if (Mathf.Abs(den) <= Mathf.Epsilon) return new Vector3(); real_t dist = (_normal.Dot(from) - D) / den; // This is a ray, before the emitting pos (from) does not exist if (dist > Mathf.Epsilon) return new Vector3(); return from + dir * -dist; } public Vector3 IntersectSegment(Vector3 begin, Vector3 end) { Vector3 segment = begin - end; real_t den = _normal.Dot(segment); if (Mathf.Abs(den) <= Mathf.Epsilon) return new Vector3(); real_t dist = (_normal.Dot(begin) - D) / den; if (dist < -Mathf.Epsilon || dist > 1.0f + Mathf.Epsilon) return new Vector3(); return begin + segment * -dist; } public bool IsPointOver(Vector3 point) { return _normal.Dot(point) > D; } public Plane Normalized() { real_t len = _normal.Length(); if (len == 0) return new Plane(0, 0, 0, 0); return new Plane(_normal / len, D / len); } public Vector3 Project(Vector3 point) { return point - _normal * DistanceTo(point); } // Constructors public Plane(real_t a, real_t b, real_t c, real_t d) { _normal = new Vector3(a, b, c); this.D = d; } public Plane(Vector3 normal, real_t d) { this._normal = normal; this.D = d; } public Plane(Vector3 v1, Vector3 v2, Vector3 v3) { _normal = (v1 - v3).Cross(v1 - v2); _normal.Normalize(); D = _normal.Dot(v1); } public static Plane operator -(Plane plane) { return new Plane(-plane._normal, -plane.D); } public static bool operator ==(Plane left, Plane right) { return left.Equals(right); } public static bool operator !=(Plane left, Plane right) { return !left.Equals(right); } public override bool Equals(object obj) { if (obj is Plane) { return Equals((Plane)obj); } return false; } public bool Equals(Plane other) { return _normal == other._normal && D == other.D; } public override int GetHashCode() { return _normal.GetHashCode() ^ D.GetHashCode(); } public override string ToString() { return String.Format("({0}, {1})", new object[] { _normal.ToString(), D.ToString() }); } public string ToString(string format) { return String.Format("({0}, {1})", new object[] { _normal.ToString(format), D.ToString(format) }); } } }