bgfx/3rdparty/nvtt/nvmath/plane.inl

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// This code is in the public domain -- Ignacio Casta<74>o <castano@gmail.com>
#pragma once
#ifndef NV_MATH_PLANE_INL
#define NV_MATH_PLANE_INL
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#include "plane.h"
#include "vector.inl"
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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; }
// 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