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c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
167 lines
4.7 KiB
C++
167 lines
4.7 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 "math_funcs.h"
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#define _PLANE_EQ_DOT_EPSILON 0.999
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#define _PLANE_EQ_D_EPSILON 0.0001
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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_point() const {
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return get_normal()*d;
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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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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 (ABS(denom)<=CMP_EPSILON)
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return false;
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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) )/denom;
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}
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return true;
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}
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bool Plane::intersects_ray(Vector3 p_from, 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::abs(den)<=CMP_EPSILON) {
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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 emiting pos (p_from) doesnt 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(Vector3 p_begin, 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::abs(den)<=CMP_EPSILON) {
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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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/* misc */
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bool Plane::is_almost_like(const Plane& p_plane) const {
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return (normal.dot( p_plane.normal ) > _PLANE_EQ_DOT_EPSILON && Math::absd(d-p_plane.d) < _PLANE_EQ_D_EPSILON);
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}
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Plane::operator String() const {
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return normal.operator String() + ", " + rtos(d);
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}
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