@ -56,29 +56,29 @@ namespace Godot
}
}
public real_t D { get ; set ; }
public real_t D istance { get ; set ; }
public Vector3 Center
{
get
{
return _normal * D ;
return _normal * D istance ;
}
}
public real_t DistanceTo ( Vector3 point )
{
return _normal . Dot ( point ) - D ;
return _normal . Dot ( point ) - D istance ;
}
public Vector3 GetAnyPoint ( )
{
return _normal * D ;
return _normal * D istance ;
}
public bool HasPoint ( Vector3 point , real_t epsilon = Mathf . Epsilon )
{
real_t dist = _normal . Dot ( point ) - D ;
real_t dist = _normal . Dot ( point ) - D istance ;
return Mathf . Abs ( dist ) < = epsilon ;
}
@ -89,9 +89,9 @@ namespace Godot
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 ;
Vector3 result = b . _normal . Cross ( c . _normal ) * D istance +
c . _normal . Cross ( _normal ) * b . D istance +
_normal . Cross ( b . _normal ) * c . D istance ;
return result / denom ;
}
@ -103,7 +103,7 @@ namespace Godot
if ( Mathf . IsZeroApprox ( den ) )
return null ;
real_t dist = ( _normal . Dot ( from ) - D ) / den ;
real_t dist = ( _normal . Dot ( from ) - D istance ) / den ;
// This is a ray, before the emitting pos (from) does not exist
if ( dist > Mathf . Epsilon )
@ -120,7 +120,7 @@ namespace Godot
if ( Mathf . IsZeroApprox ( den ) )
return null ;
real_t dist = ( _normal . Dot ( begin ) - D ) / den ;
real_t dist = ( _normal . Dot ( begin ) - D istance ) / den ;
// Only allow dist to be in the range of 0 to 1, with tolerance.
if ( dist < - Mathf . Epsilon | | dist > 1.0f + Mathf . Epsilon )
@ -131,7 +131,7 @@ namespace Godot
public bool IsPointOver ( Vector3 point )
{
return _normal . Dot ( point ) > D ;
return _normal . Dot ( point ) > D istance ;
}
public Plane Normalized ( )
@ -141,7 +141,7 @@ namespace Godot
if ( len = = 0 )
return new Plane ( 0 , 0 , 0 , 0 ) ;
return new Plane ( _normal / len , D / len ) ;
return new Plane ( _normal / len , D istance / len ) ;
}
public Vector3 Project ( Vector3 point )
@ -159,27 +159,27 @@ namespace Godot
public static Plane PlaneXY { get { return _planeXY ; } }
// Constructors
public Plane ( real_t a , real_t b , real_t c , real_t d )
public Plane ( real_t a , real_t b , real_t c , real_t d istance )
{
_normal = new Vector3 ( a , b , c ) ;
this . D = d ;
this . D istance = d istance ;
}
public Plane ( Vector3 normal , real_t d )
public Plane ( Vector3 normal , real_t d istance )
{
this . _normal = normal ;
this . D = d ;
this . D istance = d istance ;
}
public Plane ( Vector3 v1 , Vector3 v2 , Vector3 v3 )
{
_normal = ( v1 - v3 ) . Cross ( v1 - v2 ) ;
_normal . Normalize ( ) ;
D = _normal . Dot ( v1 ) ;
D istance = _normal . Dot ( v1 ) ;
}
public static Plane operator - ( Plane plane )
{
return new Plane ( - plane . _normal , - plane . D ) ;
return new Plane ( - plane . _normal , - plane . D istance ) ;
}
public static bool operator = = ( Plane left , Plane right )
@ -204,17 +204,17 @@ namespace Godot
public bool Equals ( Plane other )
{
return _normal = = other . _normal & & D = = other . D ;
return _normal = = other . _normal & & D istance = = other . D istance ;
}
public bool IsEqualApprox ( Plane other )
{
return _normal . IsEqualApprox ( other . _normal ) & & Mathf . IsEqualApprox ( D , other . D ) ;
return _normal . IsEqualApprox ( other . _normal ) & & Mathf . IsEqualApprox ( D istance , other . D istance ) ;
}
public override int GetHashCode ( )
{
return _normal . GetHashCode ( ) ^ D . GetHashCode ( ) ;
return _normal . GetHashCode ( ) ^ D istance . GetHashCode ( ) ;
}
public override string ToString ( )
@ -222,7 +222,7 @@ namespace Godot
return String . Format ( "({0}, {1})" , new object [ ]
{
_normal . ToString ( ) ,
D . ToString ( )
D istance . ToString ( )
} ) ;
}
@ -231,7 +231,7 @@ namespace Godot
return String . Format ( "({0}, {1})" , new object [ ]
{
_normal . ToString ( format ) ,
D . ToString ( format )
D istance . ToString ( format )
} ) ;
}
}