godot/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs
Ignacio Etcheverry 86274b9fc9 Mono/C#: Re-structure API solution and GodotTools post-build target
Previously we had a placeholder solution called 'Managed' to benefit from
tooling while editing the a part of the C# API.
Later the bindings generator would create the final 'GodotSharp' solution
including these C# files as well as the auto-generated C# API.
Now we replaced the 'Managed' solution with the final 'GodotSharp' solution
which is no longer auto-generated, and the bindings generator only takes
care of the auto-generated C# API.
This has the following benefits:
- It's less confusing as there will no longer be two versions of the same file
(the original and a generated copy of it). Now there's only one.
- We no longer need placeholder for auto-generated API classes, like Node or
Resource. We used them for benefiting from tooling. Now we can just use the
auto-generated API itself.
- Simplifies the build system and bindings generator. Removed lot of code
that is not needed anymore.

Also added a post-build target to the GodotTools project to copy the output to
the data dir. This makes it easy to iterate when doing changes to GodotTools,
as SCons doesn't have to be executed anymore just to copy these new files.
2019-12-28 20:48:55 +01:00

239 lines
5.7 KiB
C#

using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
namespace Godot
{
[Serializable]
[StructLayout(LayoutKind.Sequential)]
public struct Plane : IEquatable<Plane>
{
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.IsZeroApprox(denom))
return null;
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.IsZeroApprox(den))
return null;
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 null;
return from + dir * -dist;
}
public Vector3? IntersectSegment(Vector3 begin, Vector3 end)
{
Vector3 segment = begin - end;
real_t den = _normal.Dot(segment);
if (Mathf.IsZeroApprox(den))
return null;
real_t dist = (_normal.Dot(begin) - D) / den;
// Only allow dist to be in the range of 0 to 1, with tolerance.
if (dist < -Mathf.Epsilon || dist > 1.0f + Mathf.Epsilon)
return null;
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);
}
// Constants
private static readonly Plane _planeYZ = new Plane(1, 0, 0, 0);
private static readonly Plane _planeXZ = new Plane(0, 1, 0, 0);
private static readonly Plane _planeXY = new Plane(0, 0, 1, 0);
public static Plane PlaneYZ { get { return _planeYZ; } }
public static Plane PlaneXZ { get { return _planeXZ; } }
public static Plane PlaneXY { get { return _planeXY; } }
// 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 bool IsEqualApprox(Plane other)
{
return _normal.IsEqualApprox(other._normal) && Mathf.IsEqualApprox(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)
});
}
}
}