// This code is in the public domain -- Ignacio Castaņo #pragma once #ifndef NV_MATH_PLANE_INL #define NV_MATH_PLANE_INL #include "Plane.h" #include "Vector.inl" namespace nv { inline Plane::Plane() {} inline Plane::Plane(float x, float y, float z, float w) : v(x, y, z, w) {} inline Plane::Plane(const Vector4 & v) : v(v) {} inline Plane::Plane(const Vector3 & v, float d) : v(v, d) {} inline Plane::Plane(const Vector3 & normal, const Vector3 & point) : v(normal, -dot(normal, point)) {} inline Plane::Plane(const Vector3 & v0, const Vector3 & v1, const Vector3 & v2) { Vector3 n = cross(v1-v0, v2-v0); float d = -dot(n, v0); v = Vector4(n, d); } inline const Plane & Plane::operator=(const Plane & p) { v = p.v; return *this; } inline Vector3 Plane::vector() const { return v.xyz(); } inline float Plane::offset() const { return v.w; } inline Vector3 Plane::normal() const { return normalize(vector(), 0.0f); } // Normalize plane. inline Plane normalize(const Plane & plane, float epsilon = NV_EPSILON) { const float len = length(plane.vector()); const float inv = isZero(len, epsilon) ? 0 : 1.0f / len; return Plane(plane.v * inv); } // Get the signed distance from the given point to this plane. inline float distance(const Plane & plane, const Vector3 & point) { return dot(plane.vector(), point) + plane.offset(); } inline void Plane::operator*=(float s) { v *= s; } } // nv namespace #endif // NV_MATH_PLANE_H