// // Plane.cpp // libraries/octree/src/ // // Created by Brad Hefta-Gaub on 04/11/13. // Copyright 2013 High Fidelity, Inc. // // Originally from lighthouse3d. Modified to utilize glm::vec3 and clean up to our coding standards // Simple plane class. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include "Plane.h" #include #include void Plane::set3Points(const glm::vec3 &v1, const glm::vec3 &v2, const glm::vec3 &v3) { glm::vec3 linev1v2, linev1v3; linev1v2 = v2 - v1; linev1v3 = v3 - v1; // this will be perpendicular to both lines _normal = glm::cross(linev1v2,linev1v3); _normal = glm::normalize(_normal); // this is a point on the plane _point = v2; // the D coefficient from the form Ax+By+Cz=D _dCoefficient = -(glm::dot(_normal,_point)); } void Plane::setNormalAndPoint(const glm::vec3 &normal, const glm::vec3 &point) { _point = point; _normal = normal; glm::normalize(_normal); // the D coefficient from the form Ax+By+Cz=D _dCoefficient = -(glm::dot(_normal,_point)); } void Plane::setCoefficients(float a, float b, float c, float d) { // set the normal vector _normal = glm::vec3(a,b,c); //compute the lenght of the vector float l = glm::length(_normal); // normalize the vector _normal = glm::vec3(a/l,b/l,c/l); // and divide d by th length as well _dCoefficient = d/l; } float Plane::distance(const glm::vec3 &point) const { return (_dCoefficient + glm::dot(_normal,point)); } void Plane::print() const { qDebug("Plane - point (x=%f y=%f z=%f) normal (x=%f y=%f z=%f) d=%f", _point.x, _point.y, _point.z, _normal.x, _normal.y, _normal.z, _dCoefficient); }