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