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// SwiftShader Software Renderer
//
// Copyright(c) 2005-2011 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
#ifndef Plane_hpp
#define Plane_hpp
#include "Vector.hpp"
namespace sw
{
struct Matrix;
struct Point;
struct Plane
{
union
{
struct
{
float A;
float B;
float C;
};
struct
{
Vector n;
};
};
float D; // Distance to origin along normal
Plane();
Plane(const Plane &p);
Plane(const Vector &n, float D); // Normal and distance to origin
Plane(const Vector &n, const Point &P); // Normal and point on plane
Plane(const Point &P0, const Point &P1, const Point &P2); // Through three points
Plane(float A, float B, float C, float D); // Plane equation
Plane(const float ABCD[4]);
Plane &operator=(const Plane &p);
Plane operator+() const;
Plane operator-() const; // Flip normal
Plane &operator*=(const Matrix &A); // Transform plane by matrix (post-multiply)
friend Plane operator*(const Plane &p, const Matrix &A); // Transform plane by matrix (post-multiply)
friend Plane operator*(const Matrix &A, const Plane &p); // Transform plane by matrix (pre-multiply)
friend float operator^(const Plane &p1, const Plane &p2); // Angle between planes
float d(const Point &P) const; // Oriented distance between point and plane
static float d(const Point &P, const Plane &p); // Oriented distance between point and plane
static float d(const Plane &p, const Point &P); // Oriented distance between plane and point
Plane &normalise(); // Normalise the Plane equation
};
}
#endif // Plane_hpp