#### /indra/llmath/llplane.h

https://bitbucket.org/lindenlab/viewer-beta/
C Header | 101 lines | 43 code | 20 blank | 38 comment | 0 complexity | a3b235ace7274b1058118e9cc4368fa2 MD5 | raw file
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/**
* @file llplane.h
*
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
*/

#ifndef LL_LLPLANE_H
#define LL_LLPLANE_H

#include "v3math.h"
#include "v4math.h"

// A simple way to specify a plane is to give its normal,
// and it's nearest approach to the origin.
//
// Given the equation for a plane : A*x + B*y + C*z + D = 0
// The plane normal = [A, B, C]
// The closest approach = D / sqrt(A*A + B*B + C*C)

class LLPlane
{
public:

// Constructors
LLPlane() {}; // no default constructor
LLPlane(const LLVector3 &p0, F32 d) { setVec(p0, d); }
LLPlane(const LLVector3 &p0, const LLVector3 &n) { setVec(p0, n); }
inline void setVec(const LLVector3 &p0, F32 d) { mV.set(p0[0], p0[1], p0[2], d); }

// Set
inline void setVec(const LLVector3 &p0, const LLVector3 &n)
{
F32 d = -(p0 * n);
setVec(n, d);
}
inline void setVec(const LLVector3 &p0, const LLVector3 &p1, const LLVector3 &p2)
{
LLVector3 u, v, w;
u = p1 - p0;
v = p2 - p0;
w = u % v;
w.normVec();
F32 d = -(w * p0);
setVec(w, d);
}

inline LLPlane& operator=(const LLVector4& v2) {  mV.set(v2[0],v2[1],v2[2],v2[3]); return *this;}

inline LLPlane& operator=(const LLVector4a& v2) {  mV.set(v2[0],v2[1],v2[2],v2[3]); return *this;}

inline void set(const LLPlane& p2) { mV = p2.mV; }

//
F32 dist(const LLVector3 &v2) const { return mV[0]*v2[0] + mV[1]*v2[1] + mV[2]*v2[2] + mV[3]; }

inline LLSimdScalar dot3(const LLVector4a& b) const { return mV.dot3(b); }

// Read-only access a single float in this vector. Do not use in proximity to any function call that manipulates
// the data at the whole vector level or you will incur a substantial penalty. Consider using the splat functions instead
inline F32 operator[](const S32 idx) const { return mV[idx]; }

// preferable when index is known at compile time
template <int N> LL_FORCE_INLINE void getAt(LLSimdScalar& v) const { v = mV.getScalarAt<N>(); }

// reset the vector to 0, 0, 0, 1
inline void clear() { mV.set(0, 0, 0, 1); }

inline void getVector3(LLVector3& vec) const { vec.set(mV[0], mV[1], mV[2]); }

// Retrieve the mask indicating which of the x, y, or z axis are greater or equal to zero.
{
}

private:
LLVector4a mV;
};

#endif // LL_LLPLANE_H

``````