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Add CPlane::rayPlaneIntersection
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@@ -48,11 +48,13 @@ public:
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d = nd * mag;
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}
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float pointToPlaneDist(const zeus::CVector3f& pos) const
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float pointToPlaneDist(const CVector3f& pos) const
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{
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return pos.dot(vec) - d;
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}
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bool rayPlaneIntersection(const CVector3f& from, const CVector3f& to, CVector3f& point) const;
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const CVector3f& normal() const { return vec; }
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inline float& operator[](size_t idx) { return p[idx]; }
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