/** 
 * @file llplane.h
 *
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 * ("GPL"), unless you have obtained a separate licensing agreement
 * ("Other License"), formally executed by you and Linden Lab.  Terms of
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 * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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 */

#ifndef LL_LLPLANE_H
#define LL_LLPLANE_H

#include "v3math.h"
#include "v4math.h"

// A simple way to specify a plane is to give its normal,
// and it's nearest approach to the origin.
// 
// Given the equation for a plane : A*x + B*y + C*z + D = 0
// The plane normal = [A, B, C]
// The closest approach = D / sqrt(A*A + B*B + C*C)

class LLPlane : public LLVector4
{
public:
	LLPlane() {}; // no default constructor
	LLPlane(const LLVector3 &p0, F32 d) { setVec(p0, d); }
	LLPlane(const LLVector3 &p0, const LLVector3 &n) { setVec(p0, n); }
	void setVec(const LLVector3 &p0, F32 d) { LLVector4::setVec(p0[0], p0[1], p0[2], d); }
	void setVec(const LLVector3 &p0, const LLVector3 &n)
	{
		F32 d = -(p0 * n);
		setVec(n, d);
	}
	void setVec(const LLVector3 &p0, const LLVector3 &p1, const LLVector3 &p2)
	{
		LLVector3 u, v, w;
		u = p1 - p0;
		v = p2 - p0;
		w = u % v;
		w.normVec();
		F32 d = -(w * p0);
		setVec(w, d);
	}
	LLPlane& operator=(const LLVector4& v2) {  LLVector4::setVec(v2[0],v2[1],v2[2],v2[3]); return *this;}
	F32 dist(const LLVector3 &v2) const { return mV[0]*v2[0] + mV[1]*v2[1] + mV[2]*v2[2] + mV[3]; }
};



#endif // LL_LLPLANE_H