$#include "Plane.h" /// Surface in three-dimensional space. class Plane { public: /// Construct undefined. Plane() { } /// Copy-construct from another plane. Plane(const Plane& plane) : normal_(plane.normal_), absNormal_(plane.absNormal_), intercept_(plane.intercept_) { } /// Construct from 3 vertices. Plane(const Vector3& v0, const Vector3& v1, const Vector3& v2) { Define(v0, v1, v2); } /// Construct from a normal vector and a point on the plane. Plane(const Vector3& normal, const Vector3& point) { Define(normal, point); } /// Define from 3 vertices. void Define(const Vector3& v0, const Vector3& v1, const Vector3& v2) { Vector3 dist1 = v1 - v0; Vector3 dist2 = v2 - v0; Define(dist1.CrossProduct(dist2).Normalized(), v0); } /// Define from a normal and a point. void Define(const Vector3& normal, const Vector3& point) { normal_ = normal; absNormal_ = normal.Abs(); intercept_ = normal.DotProduct(point); } /// Return signed distance to a point. float Distance(const Vector3& point) const { return normal_.DotProduct(point) - intercept_; } /// Plane normal. Vector3 normal_ @ normal; /// Plane absolute normal. Vector3 absNormal_ @ absNormal; /// Plane intercept parameter. float intercept_ @ intercept; };