#include <maya/MPoint.h>
#include <maya/MVector.h>
#include "manipulatorMath.h"
planeMath::planeMath()
{
a = b = c = d = 0.0;
}
bool planeMath::setPlane( const MPoint& pointOnPlane, const MVector& normalToPlane )
{
MVector _normalToPlane = normalToPlane;
_normalToPlane.normalize();
a = _normalToPlane.x;
b = _normalToPlane.y;
c = _normalToPlane.z;
d = -(a*pointOnPlane.x + b*pointOnPlane.y + c*pointOnPlane.z);
return true;
}
bool planeMath::intersect( const MPoint& linePoint, const MVector& lineDirection, MPoint& intersectionPoint )
{
double denominator = a*lineDirection.x + b*lineDirection.y + c*lineDirection.z;
if(denominator < .00001)
{
return false;
}
double t = -(d + a*linePoint.x + b*linePoint.y + c*linePoint.z) / denominator;
intersectionPoint = linePoint + t * lineDirection;
return true;
}
lineMath::lineMath()
{
}
bool lineMath::setLine( const MPoint& linePoint, const MVector& lineDirection )
{
point = linePoint;
direction = lineDirection;
direction.normalize();
return true;
}
bool lineMath::closestPoint( const MPoint& toPoint, MPoint& closest )
{
double t = direction * ( toPoint - point );
closest = point + ( direction * t );
return true;
}
double DegreeRadianConverter::degreesToRadians( double degrees )
{
return degrees * ( M_PI/ 180.0 );
}
double DegreeRadianConverter::radiansToDegrees( double radians )
{
return radians * (180.0/M_PI);
}