#ifndef _Plane3_H__ #define _Plane3_H__ #include "Vector3.h" /** 3D Plane */ class Plane3 { public: Vector3 mNormal; float mD; Plane3() {} Plane3(const Vector3 &a, const Vector3 &b, const Vector3 &c ) { Vector3 v1=a-b, v2=c-b; mNormal = Normalize(CrossProd(v2,v1)); mD = -DotProd(b, mNormal); } Plane3(const Vector3 &normal, const Vector3 &point ):mNormal(normal) { mD = -DotProd(normal, point); } float Distance(const Vector3 &v) const { return DotProd(v, mNormal) + mD; } int Side(const Vector3 &v, const float threshold = 1e-6) const { return signum(Distance(v), threshold); } Vector3 FindIntersection(const Vector3 &a, const Vector3 &b, float *t = NULL, bool *coplanar = NULL ) const { const Vector3 v = b - a; // line from A to B float dv = DotProd(v, mNormal); if (signum(dv) == 0) { if (coplanar) (*coplanar) = true; if (t) (*t) = 1; return a; } float u = - Distance(a) / dv; // TODO: could be done more efficiently if (coplanar) (*coplanar) = false; if (t) (*t) = u; //Debug << "t: " << u << ", b - a: " << v << ", norm: " << mNormal << ", dist(a): " << - Distance(a) << ", dv: " << dv << endl; //return a - Distance(a) * b / dv + Distance(a) * a / dv; // NOTE: gives better precision than calclulating a + u * v return a + u * v; } friend bool PlaneIntersection(const Plane3 &a, const Plane3 &b, const Plane3 &c, Vector3 &result); friend ostream &operator<<(ostream &s, const Plane3 p) { s<