Revision control
++ // Copyright (C) 2008-2012 NVIDIA Corporation.
++ // Copyright (C) 2019 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++
++ #ifndef QSSGPLANE_H
++ #define QSSGPLANE_H
++
++ //
++ // W A R N I N G
++ // -------------
++ //
++ // This file is not part of the Qt API. It exists purely as an
++ // implementation detail. This header file may change from version to
++ // version without notice, or even be removed.
++ //
++ // We mean it.
++ //
++
++ #include <QtQuick3DUtils/private/qtquick3dutilsglobal_p.h>
++ #include <QtGui/QVector3D>
++ #include <QtCore/qmath.h>
++
++ QT_BEGIN_NAMESPACE
++
++ /**
++ \brief Representation of a plane.
++
++ Plane equation used: n.dot(v) + d = 0
++ */
++ class Q_QUICK3DUTILS_EXPORT QSSGPlane
++ {
++ public:
++ QSSGPlane() = default;
++
++ /**
++ \brief Constructor from a normal and a distance
++ */
++ Q_ALWAYS_INLINE QSSGPlane(float nx, float ny, float nz, float distance) : n(nx, ny, nz), d(distance) {}
++
++ /**
++ \brief Constructor from a normal and a distance
++ */
++ Q_ALWAYS_INLINE QSSGPlane(const QVector3D &normal, float distance) : n(normal), d(distance) {}
++
++ /**
++ \brief Constructor from a point on the plane and a normal
++ */
++ Q_ALWAYS_INLINE QSSGPlane(const QVector3D &point, const QVector3D &normal)
++ : n(normal), d(-QVector3D::dotProduct(point, n)) // p satisfies normal.dot(p) + d = 0
++ {
++ }
++
++ /**
++ \brief Constructor from three points
++ */
++ Q_ALWAYS_INLINE QSSGPlane(const QVector3D &p0, const QVector3D &p1, const QVector3D &p2)
++ {
++ n = QVector3D::crossProduct(p1 - p0, p2 - p0).normalized();
++ d = QVector3D::dotProduct(-p0, n);
++ }
++
++ Q_ALWAYS_INLINE float distance(const QVector3D &p) const { return QVector3D::dotProduct(p, n) + d; }
++
++ Q_ALWAYS_INLINE bool contains(const QVector3D &p) const { return qAbs(distance(p)) < (1.0e-7f); }
++
++ /**
++ \brief projects p into the plane
++ */
++ Q_ALWAYS_INLINE QVector3D project(const QVector3D &p) const { return p - n * distance(p); }
++
++ /**
++ \brief find an arbitrary point in the plane
++ */
++ Q_ALWAYS_INLINE QVector3D pointInPlane() const { return -n * d; }
++
++ /**
++ \brief equivalent plane with unit normal
++ */
++
++ void normalize();
++
++ QVector3D n; //!< The normal to the plane
++ float d = 0.0f; //!< The distance from the origin
++ };
++
++ QT_END_NAMESPACE
++
++ #endif // QSSGPLANE_H