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// 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