#pragma once
#include "math-defs.h"
#include "vec3.h"
#ifdef __cplusplus
extern "C" {
#endif
struct matrix3;
struct matrix4;
struct plane {
struct vec3 dir;
float dist;
};
static inline void plane_copy(struct plane *dst, const struct plane *p)
{
vec3_copy(&dst->dir, &p->dir);
dst->dist = p->dist;
}
static inline void plane_set(struct plane *dst, const struct vec3 *dir, float dist)
{
vec3_copy(&dst->dir, dir);
dst->dist = dist;
}
static inline void plane_setf(struct plane *dst, float a, float b, float c, float d)
{
vec3_set(&dst->dir, a, b, c);
dst->dist = d;
}
EXPORT void plane_from_tri(struct plane *dst, const struct vec3 *v1, const struct vec3 *v2, const struct vec3 *v3);
EXPORT void plane_transform(struct plane *dst, const struct plane *p, const struct matrix4 *m);
EXPORT void plane_transform3x4(struct plane *dst, const struct plane *p, const struct matrix3 *m);
EXPORT bool plane_intersection_ray(const struct plane *p, const struct vec3 *orig, const struct vec3 *dir, float *t);
EXPORT bool plane_intersection_line(const struct plane *p, const struct vec3 *v1, const struct vec3 *v2, float *t);
EXPORT bool plane_tri_inside(const struct plane *p, const struct vec3 *v1, const struct vec3 *v2, const struct vec3 *v3,
float precision);
EXPORT bool plane_line_inside(const struct plane *p, const struct vec3 *v1, const struct vec3 *v2, float precision);
static inline bool plane_close(const struct plane *p1, const struct plane *p2, float precision)
{
return vec3_close(&p1->dir, &p2->dir, precision) && close_float(p1->dist, p2->dist, precision);
}
static inline bool plane_coplanar(const struct plane *p1, const struct plane *p2, float precision)
{
float cos_angle = vec3_dot(&p1->dir, &p2->dir);
if (close_float(cos_angle, 1.0f, precision))
return close_float(p1->dist, p2->dist, precision);
else if (close_float(cos_angle, -1.0f, precision))
return close_float(-p1->dist, p2->dist, precision);
return false;
}
#ifdef __cplusplus
}
#endif