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#include "math/lin/vec3.h"
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Plane(float x_, float y_, float z_, float d_)
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: x(x_), y(y_), z(z_), d(d_) { }
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float Distance(const Vec3 &v) const {
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return x * v.x + y * v.y + z * v.z + d;
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float Distance(float px, float py, float pz) const {
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return x * px + y * py + z * pz + d;
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float inv_length = sqrtf(x * x + y * y + z * z);
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// Matrix is the inverse transpose of the wanted transform.
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// out cannot be equal to this.
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void TransformByIT(const Matrix4x4 &matrix, Plane *out);