float &depth,
glm::vec3 &normal) noexcept;
-
+/// Plane defined by a surface norml and distance to the origin such that
+/// the point (normal * dist) lies on the plane.
struct Plane {
glm::vec3 normal;
float dist;
std::ostream &operator <<(std::ostream &, const Plane &);
+/// Shortest distance from point to plane.
+float Distance(const glm::vec3 &point, const Plane &plane);
+/// Shortest distance from point to plane with sign indicating whether
+/// it's in front of (positive, in direction of normal) or behind
+/// (negative, counter direction of normal) the surface.
+float SignedDistance(const glm::vec3 &point, const Plane &plane);
+
struct Frustum {
Plane plane[6];
Plane &Left() noexcept { return plane[0]; }
bool CullTest(const AABB &box, const glm::mat4 &) noexcept;
bool CullTest(const AABB &box, const Frustum &) noexcept;
+struct Sphere {
+ glm::vec3 origin;
+ float radius;
+};
+
+std::ostream &operator <<(std::ostream &, const Sphere &);
+
+/// Test for intersection of sphere with double sided infinite plane.
+/// If true, dist will hold the smaller interpenetration depth and norm
+/// the respective contact normal.
+bool Intersection(
+ const Sphere &sphere,
+ const Plane &plane,
+ float &dist,
+ glm::vec3 &norm) noexcept;
+
+/// Test for intersection of sphere with half space defined by the
+/// backface of given plane.
+/// In all cases, dist will hold the distance between the near points
+/// of plane and sphere. Contact normal will always be the plane's normal.
+bool Intersection(
+ const Sphere &sphere,
+ const Plane &plane,
+ float &dist) noexcept;
+
}
}