summaryrefslogtreecommitdiffstats
path: root/LibOVR/Src/Kernel/OVR_Math.h
blob: 567ea9c34c8a2083bfa6350bb44f7709f88e1425 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
/************************************************************************************

PublicHeader:   OVR.h
Filename    :   OVR_Math.h
Content     :   Implementation of 3D primitives such as vectors, matrices.
Created     :   September 4, 2012
Authors     :   Andrew Reisse, Michael Antonov, Steve LaValle, Anna Yershova

Copyright   :   Copyright 2012 Oculus VR, Inc. All Rights reserved.

Use of this software is subject to the terms of the Oculus license
agreement provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.

*************************************************************************************/

#ifndef OVR_Math_h
#define OVR_Math_h

#include <assert.h>
#include <stdlib.h>
#include <math.h>

#include "OVR_Types.h"
#include "OVR_RefCount.h"

namespace OVR {

//-------------------------------------------------------------------------------------
// Constants for 3D world/axis definitions.

// Definitions of axes for coordinate and rotation conversions.
enum Axis
{
    Axis_X = 0, Axis_Y = 1, Axis_Z = 2
};

// RotateDirection describes the rotation direction around an axis, interpreted as follows:
//  CW  - Clockwise while looking "down" from positive axis towards the origin.
//  CCW - Counter-clockwise while looking from the positive axis towards the origin,
//        which is in the negative axis direction.
//  CCW is the default for the RHS coordinate system. Oculus standard RHS coordinate
//  system defines Y up, X right, and Z back (pointing out from the screen). In this
//  system Rotate_CCW around Z will specifies counter-clockwise rotation in XY plane.
enum RotateDirection
{
    Rotate_CCW = 1,
    Rotate_CW  = -1 
};

enum HandedSystem
{
    Handed_R = 1, Handed_L = -1
};

// AxisDirection describes which way the axis points. Used by WorldAxes.
enum AxisDirection
{
    Axis_Up    =  2,
    Axis_Down  = -2,
    Axis_Right =  1,
    Axis_Left  = -1,
    Axis_In    =  3,
    Axis_Out   = -3
};

struct WorldAxes
{
    AxisDirection XAxis, YAxis, ZAxis;

    WorldAxes(AxisDirection x, AxisDirection y, AxisDirection z)
        : XAxis(x), YAxis(y), ZAxis(z) 
    { OVR_ASSERT(abs(x) != abs(y) && abs(y) != abs(z) && abs(z) != abs(x));}
};


//-------------------------------------------------------------------------------------
// ***** Math

// Math class contains constants and functions. This class is a template specialized
// per type, with Math<float> and Math<double> being distinct.
template<class Type>
class Math
{  
};

// Single-precision Math constants class.
template<>
class Math<float>
{
public:
    static const float Pi;
    static const float TwoPi;
    static const float PiOver2;
    static const float PiOver4;
    static const float E;

    static const float MaxValue;          // Largest positive float Value
    static const float MinPositiveValue;  // Smallest possible positive value

    static const float RadToDegreeFactor;
    static const float DegreeToRadFactor;

    static const float Tolerance; //  0.00001f;
    static const float SingularityRadius; //0.00000000001f for Gimbal lock numerical problems
};

// Double-precision Math constants class.
template<>
class Math<double>
{
public:
    static const double Pi;
    static const double TwoPi;
    static const double PiOver2;
    static const double PiOver4;
    static const double E;

    static const double MaxValue;          // Largest positive double Value
    static const double MinPositiveValue;  // Smallest possible positive value

    static const double RadToDegreeFactor;
    static const double DegreeToRadFactor;

    static const double Tolerance; //  0.00001f;
    static const double SingularityRadius; //0.00000000001 for Gimbal lock numerical problems
};

typedef Math<float>  Mathf;
typedef Math<double> Mathd;

// Conversion functions between degrees and radians
template<class FT>
FT RadToDegree(FT rads) { return rads * Math<FT>::RadToDegreeFactor; }
template<class FT>
FT DegreeToRad(FT rads) { return rads * Math<FT>::DegreeToRadFactor; }

template<class T>
class Quat;

//-------------------------------------------------------------------------------------
// ***** Vector2f - 2D Vector2f

// Vector2f represents a 2-dimensional vector or point in space,
// consisting of coordinates x and y,

template<class T>
class Vector2
{
public:
    T x, y;

    Vector2() : x(0), y(0) { }
    Vector2(T x_, T y_) : x(x_), y(y_) { }
    explicit Vector2(T s) : x(s), y(s) { }

    bool     operator== (const Vector2& b) const  { return x == b.x && y == b.y; }
    bool     operator!= (const Vector2& b) const  { return x != b.x || y != b.y; }
             
    Vector2  operator+  (const Vector2& b) const  { return Vector2(x + b.x, y + b.y); }
    Vector2& operator+= (const Vector2& b)        { x += b.x; y += b.y; return *this; }
    Vector2  operator-  (const Vector2& b) const  { return Vector2(x - b.x, y - b.y); }
    Vector2& operator-= (const Vector2& b)        { x -= b.x; y -= b.y; return *this; }
    Vector2  operator- () const                   { return Vector2(-x, -y); }

    // Scalar multiplication/division scales vector.
    Vector2  operator*  (T s) const               { return Vector2(x*s, y*s); }
    Vector2& operator*= (T s)                     { x *= s; y *= s; return *this; }

    Vector2  operator/  (T s) const               { T rcp = T(1)/s;
                                                    return Vector2(x*rcp, y*rcp); }
    Vector2& operator/= (T s)                     { T rcp = T(1)/s;
                                                    x *= rcp; y *= rcp;
                                                    return *this; }

    // Compare two vectors for equality with tolerance. Returns true if vectors match withing tolerance.
    bool      Compare(const Vector2&b, T tolerance = Mathf::Tolerance)
    {
        return (fabs(b.x-x) < tolerance) && (fabs(b.y-y) < tolerance);
    }
    
    // Dot product overload.
    // Used to calculate angle q between two vectors among other things,
    // as (A dot B) = |a||b|cos(q).
    T     operator*  (const Vector2& b) const    { return x*b.x + y*b.y; }

    // Returns the angle from this vector to b, in radians.
    T       Angle(const Vector2& b) const        { return acos((*this * b)/(Length()*b.Length())); }

    // Return Length of the vector squared.
    T       LengthSq() const                     { return (x * x + y * y); }
    // Return vector length.
    T       Length() const                       { return sqrt(LengthSq()); }

    // Returns distance between two points represented by vectors.
    T       Distance(Vector2& b) const           { return (*this - b).Length(); }
    
    // Determine if this a unit vector.
    bool    IsNormalized() const                 { return fabs(LengthSq() - T(1)) < Math<T>::Tolerance; }
    // Normalize, convention vector length to 1.    
    void    Normalize()                          { *this /= Length(); }
    // Returns normalized (unit) version of the vector without modifying itself.
    Vector2 Normalized() const                   { return *this / Length(); }

    // Linearly interpolates from this vector to another.
    // Factor should be between 0.0 and 1.0, with 0 giving full value to this.
    Vector2 Lerp(const Vector2& b, T f) const    { return *this*(T(1) - f) + b*f; }

    // Projects this vector onto the argument; in other words,
    // A.Project(B) returns projection of vector A onto B.
    Vector2 ProjectTo(const Vector2& b) const    { return b * ((*this * b) / b.LengthSq()); }
};


typedef Vector2<float>  Vector2f;
typedef Vector2<double> Vector2d;

//-------------------------------------------------------------------------------------
// ***** Vector3f - 3D Vector3f

// Vector3f represents a 3-dimensional vector or point in space,
// consisting of coordinates x, y and z.

template<class T>
class Vector3
{
public:
    T x, y, z;

    Vector3() : x(0), y(0), z(0) { }
    Vector3(T x_, T y_, T z_ = 0) : x(x_), y(y_), z(z_) { }
    explicit Vector3(T s) : x(s), y(s), z(s) { }

    bool     operator== (const Vector3& b) const  { return x == b.x && y == b.y && z == b.z; }
    bool     operator!= (const Vector3& b) const  { return x != b.x || y != b.y || z != b.z; }
             
    Vector3  operator+  (const Vector3& b) const  { return Vector3(x + b.x, y + b.y, z + b.z); }
    Vector3& operator+= (const Vector3& b)        { x += b.x; y += b.y; z += b.z; return *this; }
    Vector3  operator-  (const Vector3& b) const  { return Vector3(x - b.x, y - b.y, z - b.z); }
    Vector3& operator-= (const Vector3& b)        { x -= b.x; y -= b.y; z -= b.z; return *this; }
    Vector3  operator- () const                   { return Vector3(-x, -y, -z); }

    // Scalar multiplication/division scales vector.
    Vector3  operator*  (T s) const               { return Vector3(x*s, y*s, z*s); }
    Vector3& operator*= (T s)                     { x *= s; y *= s; z *= s; return *this; }

    Vector3  operator/  (T s) const               { T rcp = T(1)/s;
                                                    return Vector3(x*rcp, y*rcp, z*rcp); }
    Vector3& operator/= (T s)                     { T rcp = T(1)/s;
                                                    x *= rcp; y *= rcp; z *= rcp;
                                                    return *this; }

    // Compare two vectors for equality with tolerance. Returns true if vectors match withing tolerance.
    bool      Compare(const Vector3&b, T tolerance = Mathf::Tolerance)
    {
        return (fabs(b.x-x) < tolerance) && (fabs(b.y-y) < tolerance) && (fabs(b.z-z) < tolerance);
    }
    
    // Dot product overload.
    // Used to calculate angle q between two vectors among other things,
    // as (A dot B) = |a||b|cos(q).
    T     operator*  (const Vector3& b) const    { return x*b.x + y*b.y + z*b.z; }

    // Compute cross product, which generates a normal vector.
    // Direction vector can be determined by right-hand rule: Pointing index finder in
    // direction a and middle finger in direction b, thumb will point in a.Cross(b).
    Vector3 Cross(const Vector3& b) const        { return Vector3(y*b.z - z*b.y,
                                                                  z*b.x - x*b.z,
                                                                  x*b.y - y*b.x); }

    // Returns the angle from this vector to b, in radians.
    T       Angle(const Vector3& b) const        { return acos((*this * b)/(Length()*b.Length())); }

    // Return Length of the vector squared.
    T       LengthSq() const                     { return (x * x + y * y + z * z); }
    // Return vector length.
    T       Length() const                       { return sqrt(LengthSq()); }

    // Returns distance between two points represented by vectors.
    T       Distance(Vector3& b) const           { return (*this - b).Length(); }
    
    // Determine if this a unit vector.
    bool    IsNormalized() const                 { return fabs(LengthSq() - T(1)) < Math<T>::Tolerance; }
    // Normalize, convention vector length to 1.    
    void    Normalize()                          { *this /= Length(); }
    // Returns normalized (unit) version of the vector without modifying itself.
    Vector3 Normalized() const                   { return *this / Length(); }

    // Linearly interpolates from this vector to another.
    // Factor should be between 0.0 and 1.0, with 0 giving full value to this.
    Vector3 Lerp(const Vector3& b, T f) const    { return *this*(T(1) - f) + b*f; }

    // Projects this vector onto the argument; in other words,
    // A.Project(B) returns projection of vector A onto B.
    Vector3 ProjectTo(const Vector3& b) const    { return b * ((*this * b) / b.LengthSq()); }
};


typedef Vector3<float>  Vector3f;
typedef Vector3<double> Vector3d;


//-------------------------------------------------------------------------------------
// ***** Matrix4f 

// Matrix4f is a 4x4 matrix used for 3d transformations and projections.
// Translation stored in the last column.
// The matrix is stored in row-major order in memory, meaning that values
// of the first row are stored before the next one.
//
// The arrangement of the matrix is chosen to be in Right-Handed 
// coordinate system and counterclockwise rotations when looking down
// the axis
//
// Transformation Order:
//   - Transformations are applied from right to left, so the expression
//     M1 * M2 * M3 * V means that the vector V is transformed by M3 first,
//     followed by M2 and M1. 
//
// Coordinate system: Right Handed
//
// Rotations: Counterclockwise when looking down the axis. All angles are in radians.
//    
//  | sx   01   02   tx |    // First column  (sx, 10, 20): Axis X basis vector.
//  | 10   sy   12   ty |    // Second column (01, sy, 21): Axis Y basis vector.
//  | 20   21   sz   tz |    // Third columnt (02, 12, sz): Axis Z basis vector.
//  | 30   31   32   33 |
//
//  The basis vectors are first three columns.

class Matrix4f
{
    static Matrix4f IdentityValue;

public:
    float M[4][4];    

    enum NoInitType { NoInit };

    // Construct with no memory initialization.
    Matrix4f(NoInitType) { }

    // By default, we construct identity matrix.
    Matrix4f()
    {
        SetIdentity();        
    }

    Matrix4f(float m11, float m12, float m13, float m14,
             float m21, float m22, float m23, float m24,
             float m31, float m32, float m33, float m34,
             float m41, float m42, float m43, float m44)
    {
        M[0][0] = m11; M[0][1] = m12; M[0][2] = m13; M[0][3] = m14;
        M[1][0] = m21; M[1][1] = m22; M[1][2] = m23; M[1][3] = m24;
        M[2][0] = m31; M[2][1] = m32; M[2][2] = m33; M[2][3] = m34;
        M[3][0] = m41; M[3][1] = m42; M[3][2] = m43; M[3][3] = m44;
    }

    Matrix4f(float m11, float m12, float m13,
             float m21, float m22, float m23,
             float m31, float m32, float m33)
    {
        M[0][0] = m11; M[0][1] = m12; M[0][2] = m13; M[0][3] = 0;
        M[1][0] = m21; M[1][1] = m22; M[1][2] = m23; M[1][3] = 0;
        M[2][0] = m31; M[2][1] = m32; M[2][2] = m33; M[2][3] = 0;
        M[3][0] = 0;   M[3][1] = 0;   M[3][2] = 0;   M[3][3] = 1;
    }

    static const Matrix4f& Identity()  { return IdentityValue; }

    void SetIdentity()
    {
        M[0][0] = M[1][1] = M[2][2] = M[3][3] = 1;
        M[0][1] = M[1][0] = M[2][3] = M[3][1] = 0;
        M[0][2] = M[1][2] = M[2][0] = M[3][2] = 0;
        M[0][3] = M[1][3] = M[2][1] = M[3][0] = 0;
    }

    // Multiplies two matrices into destination with minimum copying.
    static Matrix4f& Multiply(Matrix4f* d, const Matrix4f& a, const Matrix4f& b)
    {
        OVR_ASSERT((d != &a) && (d != &b));
        int i = 0;
        do {
            d->M[i][0] = a.M[i][0] * b.M[0][0] + a.M[i][1] * b.M[1][0] + a.M[i][2] * b.M[2][0] + a.M[i][3] * b.M[3][0];
            d->M[i][1] = a.M[i][0] * b.M[0][1] + a.M[i][1] * b.M[1][1] + a.M[i][2] * b.M[2][1] + a.M[i][3] * b.M[3][1];
            d->M[i][2] = a.M[i][0] * b.M[0][2] + a.M[i][1] * b.M[1][2] + a.M[i][2] * b.M[2][2] + a.M[i][3] * b.M[3][2];
            d->M[i][3] = a.M[i][0] * b.M[0][3] + a.M[i][1] * b.M[1][3] + a.M[i][2] * b.M[2][3] + a.M[i][3] * b.M[3][3];
        } while((++i) < 4);

        return *d;
    }

    Matrix4f operator* (const Matrix4f& b) const
    {
        Matrix4f result(Matrix4f::NoInit);
        Multiply(&result, *this, b);
        return result;
    }

    Matrix4f& operator*= (const Matrix4f& b)
    {
        return Multiply(this, Matrix4f(*this), b);
    }

    Matrix4f operator* (float s) const
    {
        return Matrix4f(M[0][0] * s, M[0][1] * s, M[0][2] * s, M[0][3] * s,
                        M[1][0] * s, M[1][1] * s, M[1][2] * s, M[1][3] * s,
                        M[2][0] * s, M[2][1] * s, M[2][2] * s, M[2][3] * s,
                        M[3][0] * s, M[3][1] * s, M[3][2] * s, M[3][3] * s);
    }

    Matrix4f& operator*= (float s)
    {
        M[0][0] *= s; M[0][1] *= s; M[0][2] *= s; M[0][3] *= s;
        M[1][0] *= s; M[1][1] *= s; M[1][2] *= s; M[1][3] *= s;
        M[2][0] *= s; M[2][1] *= s; M[2][2] *= s; M[2][3] *= s;
        M[3][0] *= s; M[3][1] *= s; M[3][2] *= s; M[3][3] *= s;
        return *this;
    }

    Vector3f Transform(const Vector3f& v) const
    {
        return Vector3f(M[0][0] * v.x + M[0][1] * v.y + M[0][2] * v.z + M[0][3],
                        M[1][0] * v.x + M[1][1] * v.y + M[1][2] * v.z + M[1][3],
                        M[2][0] * v.x + M[2][1] * v.y + M[2][2] * v.z + M[2][3]);
    }

    Matrix4f Transposed() const
    {
        return Matrix4f(M[0][0], M[1][0], M[2][0], M[3][0],
                        M[0][1], M[1][1], M[2][1], M[3][1],
                        M[0][2], M[1][2], M[2][2], M[3][2],
                        M[0][3], M[1][3], M[2][3], M[3][3]);
    }

    void     Transpose()
    {
        *this = Transposed();
    }


    float SubDet (const int* rows, const int* cols) const
    {
        return M[rows[0]][cols[0]] * (M[rows[1]][cols[1]] * M[rows[2]][cols[2]] - M[rows[1]][cols[2]] * M[rows[2]][cols[1]])
             - M[rows[0]][cols[1]] * (M[rows[1]][cols[0]] * M[rows[2]][cols[2]] - M[rows[1]][cols[2]] * M[rows[2]][cols[0]])
             + M[rows[0]][cols[2]] * (M[rows[1]][cols[0]] * M[rows[2]][cols[1]] - M[rows[1]][cols[1]] * M[rows[2]][cols[0]]);
    }

    float Cofactor(int I, int J) const
    {
        const int indices[4][3] = {{1,2,3},{0,2,3},{0,1,3},{0,1,2}};
        return ((I+J)&1) ? -SubDet(indices[I],indices[J]) : SubDet(indices[I],indices[J]);
    }

    float    Determinant() const
    {
        return M[0][0] * Cofactor(0,0) + M[0][1] * Cofactor(0,1) + M[0][2] * Cofactor(0,2) + M[0][3] * Cofactor(0,3);
    }

    Matrix4f Adjugated() const
    {
        return Matrix4f(Cofactor(0,0), Cofactor(1,0), Cofactor(2,0), Cofactor(3,0), 
                        Cofactor(0,1), Cofactor(1,1), Cofactor(2,1), Cofactor(3,1), 
                        Cofactor(0,2), Cofactor(1,2), Cofactor(2,2), Cofactor(3,2),
                        Cofactor(0,3), Cofactor(1,3), Cofactor(2,3), Cofactor(3,3));
    }

    Matrix4f Inverted() const
    {
        float det = Determinant();
        assert(det != 0);
        return Adjugated() * (1.0f/det);
    }

    void Invert()
    {
        *this = Inverted();
    }

    //AnnaSteve:
    // a,b,c, are the YawPitchRoll angles to be returned
    // rotation a around axis A1
    // is followed by rotation b around axis A2
    // is followed by rotation c around axis A3
    // rotations are CCW or CW (D) in LH or RH coordinate system (S)
    template <Axis A1, Axis A2, Axis A3, RotateDirection D, HandedSystem S>
    void ToEulerAngles(float *a, float *b, float *c)
    {
        OVR_COMPILER_ASSERT((A1 != A2) && (A2 != A3) && (A1 != A3));

        float psign = -1.0f;
        if (((A1 + 1) % 3 == A2) && ((A2 + 1) % 3 == A3)) // Determine whether even permutation
        psign = 1.0f;
        
        float pm = psign*M[A1][A3];
        if (pm < -1.0f + Math<float>::SingularityRadius)
        { // South pole singularity
            *a = 0.0f;
            *b = -S*D*Math<float>::PiOver2;
            *c = S*D*atan2( psign*M[A2][A1], M[A2][A2] );
        }
        else if (pm > 1.0 - Math<float>::SingularityRadius)
        { // North pole singularity
            *a = 0.0f;
            *b = S*D*Math<float>::PiOver2;
            *c = S*D*atan2( psign*M[A2][A1], M[A2][A2] );
        }
        else
        { // Normal case (nonsingular)
            *a = S*D*atan2( -psign*M[A2][A3], M[A3][A3] );
            *b = S*D*asin(pm);
            *c = S*D*atan2( -psign*M[A1][A2], M[A1][A1] );
        }

        return;
    }

    //AnnaSteve:
    // a,b,c, are the YawPitchRoll angles to be returned
    // rotation a around axis A1
    // is followed by rotation b around axis A2
    // is followed by rotation c around axis A1
    // rotations are CCW or CW (D) in LH or RH coordinate system (S)
    template <Axis A1, Axis A2, RotateDirection D, HandedSystem S>
    void ToEulerAnglesABA(float *a, float *b, float *c)
    {        
         OVR_COMPILER_ASSERT(A1 != A2);
  
        // Determine the axis that was not supplied
        int m = 3 - A1 - A2;

        float psign = -1.0f;
        if ((A1 + 1) % 3 == A2) // Determine whether even permutation
            psign = 1.0f;

        float c2 = M[A1][A1];
        if (c2 < -1.0 + Math<float>::SingularityRadius)
        { // South pole singularity
            *a = 0.0f;
            *b = S*D*Math<float>::Pi;
            *c = S*D*atan2( -psign*M[A2][m],M[A2][A2]);
        }
        else if (c2 > 1.0 - Math<float>::SingularityRadius)
        { // North pole singularity
            *a = 0.0f;
            *b = 0.0f;
            *c = S*D*atan2( -psign*M[A2][m],M[A2][A2]);
        }
        else
        { // Normal case (nonsingular)
            *a = S*D*atan2( M[A2][A1],-psign*M[m][A1]);
            *b = S*D*acos(c2);
            *c = S*D*atan2( M[A1][A2],psign*M[A1][m]);
        }
        return;
    }
  
    // Creates a matrix that converts the vertices from one coordinate system
    // to another.
    // 
    static Matrix4f AxisConversion(const WorldAxes& to, const WorldAxes& from)
    {        
        // Holds axis values from the 'to' structure
        int toArray[3] = { to.XAxis, to.YAxis, to.ZAxis };

        // The inverse of the toArray
        int inv[4]; 
        inv[0] = inv[abs(to.XAxis)] = 0;
        inv[abs(to.YAxis)] = 1;
        inv[abs(to.ZAxis)] = 2;

        Matrix4f m(0,  0,  0, 
                   0,  0,  0,
                   0,  0,  0);

        // Only three values in the matrix need to be changed to 1 or -1.
        m.M[inv[abs(from.XAxis)]][0] = float(from.XAxis/toArray[inv[abs(from.XAxis)]]);
        m.M[inv[abs(from.YAxis)]][1] = float(from.YAxis/toArray[inv[abs(from.YAxis)]]);
        m.M[inv[abs(from.ZAxis)]][2] = float(from.ZAxis/toArray[inv[abs(from.ZAxis)]]);
        return m;
    } 



    static Matrix4f Translation(const Vector3f& v)
    {
        Matrix4f t;
        t.M[0][3] = v.x;
        t.M[1][3] = v.y;
        t.M[2][3] = v.z;
        return t;
    }

    static Matrix4f Translation(float x, float y, float z = 0.0f)
    {
        Matrix4f t;
        t.M[0][3] = x;
        t.M[1][3] = y;
        t.M[2][3] = z;
        return t;
    }

    static Matrix4f Scaling(const Vector3f& v)
    {
        Matrix4f t;
        t.M[0][0] = v.x;
        t.M[1][1] = v.y;
        t.M[2][2] = v.z;
        return t;
    }

    static Matrix4f Scaling(float x, float y, float z)
    {
        Matrix4f t;
        t.M[0][0] = x;
        t.M[1][1] = y;
        t.M[2][2] = z;
        return t;
    }

    static Matrix4f Scaling(float s)
    {
        Matrix4f t;
        t.M[0][0] = s;
        t.M[1][1] = s;
        t.M[2][2] = s;
        return t;
    }

  

    //AnnaSteve : Just for quick testing.  Not for final API.  Need to remove case.
    static Matrix4f RotationAxis(Axis A, float angle, RotateDirection d, HandedSystem s)
    {
        float sina = s * d *sin(angle);
        float cosa = cos(angle);
        
        switch(A)
        {
        case Axis_X:
            return Matrix4f(1,  0,     0, 
                            0,  cosa,  -sina,
                            0,  sina,  cosa);
        case Axis_Y:
            return Matrix4f(cosa,  0,   sina, 
                            0,     1,   0,
                            -sina, 0,   cosa);
        case Axis_Z:
            return Matrix4f(cosa,  -sina,  0, 
                            sina,  cosa,   0,
                            0,     0,      1);
        }
    }


    // Creates a rotation matrix rotating around the X axis by 'angle' radians.
    // Rotation direction is depends on the coordinate system:
    //  RHS (Oculus default): Positive angle values rotate Counter-clockwise (CCW),
    //                        while looking in the negative axis direction. This is the
    //                        same as looking down from positive axis values towards origin.
    //  LHS: Positive angle values rotate clock-wise (CW), while looking in the
    //       negative axis direction.
    static Matrix4f RotationX(float angle)
    {
        float sina = sin(angle);
        float cosa = cos(angle);
        return Matrix4f(1,  0,     0, 
                        0,  cosa,  -sina,
                        0,  sina,  cosa);
    }

    // Creates a rotation matrix rotating around the Y axis by 'angle' radians.
    // Rotation direction is depends on the coordinate system:
    //  RHS (Oculus default): Positive angle values rotate Counter-clockwise (CCW),
    //                        while looking in the negative axis direction. This is the
    //                        same as looking down from positive axis values towards origin.
    //  LHS: Positive angle values rotate clock-wise (CW), while looking in the
    //       negative axis direction.
    static Matrix4f RotationY(float angle)
    {
        float sina = sin(angle);
        float cosa = cos(angle);
        return Matrix4f(cosa,  0,   sina, 
                        0,     1,   0,
                        -sina, 0,   cosa);
    }

    // Creates a rotation matrix rotating around the Z axis by 'angle' radians.
    // Rotation direction is depends on the coordinate system:
    //  RHS (Oculus default): Positive angle values rotate Counter-clockwise (CCW),
    //                        while looking in the negative axis direction. This is the
    //                        same as looking down from positive axis values towards origin.
    //  LHS: Positive angle values rotate clock-wise (CW), while looking in the
    //       negative axis direction.
    static Matrix4f RotationZ(float angle)
    {
        float sina = sin(angle);
        float cosa = cos(angle);
        return Matrix4f(cosa,  -sina,  0, 
                        sina,  cosa,   0,
                        0,     0,      1);
    }


    // LookAtRH creates a View transformation matrix for right-handed coordinate system.
    // The resulting matrix points camera from 'eye' towards 'at' direction, with 'up'
    // specifying the up vector. The resulting matrix should be used with PerspectiveRH
    // projection.
    static Matrix4f LookAtRH(const Vector3f& eye, const Vector3f& at, const Vector3f& up);

    // LookAtLH creates a View transformation matrix for left-handed coordinate system.
    // The resulting matrix points camera from 'eye' towards 'at' direction, with 'up'
    // specifying the up vector. 
    static Matrix4f LookAtLH(const Vector3f& eye, const Vector3f& at, const Vector3f& up);
    
    
    // PerspectiveRH creates a right-handed perspective projection matrix that can be
    // used with the Oculus sample renderer. 
    //  yfov   - Specifies vertical field of view in radians.
    //  aspect - Screen aspect ration, which is usually width/height for square pixels.
    //           Note that xfov = yfov * aspect.
    //  znear  - Absolute value of near Z clipping clipping range.
    //  zfar   - Absolute value of far  Z clipping clipping range (larger then near).
    // Even though RHS usually looks in the direction of negative Z, positive values
    // are expected for znear and zfar.
    static Matrix4f PerspectiveRH(float yfov, float aspect, float znear, float zfar);
    
    
    // PerspectiveRH creates a left-handed perspective projection matrix that can be
    // used with the Oculus sample renderer. 
    //  yfov   - Specifies vertical field of view in radians.
    //  aspect - Screen aspect ration, which is usually width/height for square pixels.
    //           Note that xfov = yfov * aspect.
    //  znear  - Absolute value of near Z clipping clipping range.
    //  zfar   - Absolute value of far  Z clipping clipping range (larger then near).
    static Matrix4f PerspectiveLH(float yfov, float aspect, float znear, float zfar);


    static Matrix4f Ortho2D(float w, float h);
};


//-------------------------------------------------------------------------------------
// ***** Quat

// Quatf represents a quaternion class used for rotations.
// 
// Quaternion multiplications are done in right-to-left order, to match the
// behavior of matrices.


template<class T>
class Quat
{
public:
    // w + Xi + Yj + Zk
    T x, y, z, w;    

    Quat() : x(0), y(0), z(0), w(1) {}
    Quat(T x_, T y_, T z_, T w_) : x(x_), y(y_), z(z_), w(w_) {}


    // Constructs rotation quaternion around the axis.
    Quat(const Vector3<T>& axis, T angle)
    {
        Vector3<T> unitAxis = axis.Normalized();
        T          sinHalfAngle = sin(angle * T(0.5));

        w = cos(angle * T(0.5));
        x = unitAxis.x * sinHalfAngle;
        y = unitAxis.y * sinHalfAngle;
        z = unitAxis.z * sinHalfAngle;
    }

    //AnnaSteve:
    void AxisAngle(Axis A, T angle, RotateDirection d, HandedSystem s)
    {
        T sinHalfAngle = s * d *sin(angle * (T)0.5);
        T v[3];
        v[0] = v[1] = v[2] = (T)0;
        v[A] = sinHalfAngle;
        //return Quat(v[0], v[1], v[2], cos(angle * (T)0.5));
        w = cos(angle * (T)0.5);
        x = v[0];
        y = v[1];
        z = v[2];
    }


    void GetAxisAngle(Vector3<T>* axis, T* angle) const
    {
        if (LengthSq() > Math<T>::Tolerance * Math<T>::Tolerance)
        {
            *axis  = Vector3<T>(x, y, z).Normalized();
            *angle = 2 * acos(w);
        }
        else
        {
            *axis = Vector3<T>(1, 0, 0);
            *angle= 0;
        }
    }

    bool operator== (const Quat& b) const   { return x == b.x && y == b.y && z == b.z && w == b.w; }
    bool operator!= (const Quat& b) const   { return x != b.x || y != b.y || z != b.z || w != b.w; }

    Quat  operator+  (const Quat& b) const  { return Quat(x + b.x, y + b.y, z + b.z, w + b.w); }
    Quat& operator+= (const Quat& b)        { w += b.w; x += b.x; y += b.y; z += b.z; return *this; }
    Quat  operator-  (const Quat& b) const  { return Quat(x - b.x, y - b.y, z - b.z, w - b.w); }
    Quat& operator-= (const Quat& b)        { w -= b.w; x -= b.x; y -= b.y; z -= b.z; return *this; }

    Quat  operator*  (T s) const            { return Quat(x * s, y * s, z * s, w * s); }
    Quat& operator*= (T s)                  { w *= s; x *= s; y *= s; z *= s; return *this; }
    Quat  operator/  (T s) const            { T rcp = T(1)/s; return Quat(x * rcp, y * rcp, z * rcp, w *rcp); }
    Quat& operator/= (T s)                  { T rcp = T(1)/s; w *= rcp; x *= rcp; y *= rcp; z *= rcp; return *this; }

    // Get Imaginary part vector
    Vector3<T> Imag() const                 { return Vector3<T>(x,y,z); }

    // Get quaternion length.
    T       Length() const                  { return sqrt(x * x + y * y + z * z + w * w); }
    // Get quaternion length squared.
    T       LengthSq() const                { return (x * x + y * y + z * z + w * w); }
    // Simple Eulidean distance in R^4 (not SLERP distance, but at least respects Haar measure)
    T       Distance(const Quat& q) const
    {
        T d1 = (*this - q).Length();
        T d2 = (*this + q).Length(); // Antipoldal point check
        return (d1 < d2) ? d1 : d2;
    }
    T       DistanceSq(const Quat& q) const
    {
        T d1 = (*this - q).LengthSq();
        T d2 = (*this + q).LengthSq(); // Antipoldal point check
        return (d1 < d2) ? d1 : d2;
    }

    // Normalize
    bool    IsNormalized() const            { return fabs(LengthSq() - 1) < Math<T>::Tolerance; }
    void    Normalize()                     { *this /= Length(); }
    Quat    Normalized() const              { return *this / Length(); }

    // Returns conjugate of the quaternion. Produces inverse rotation if quaternion is normalized.
    Quat    Conj() const                    { return Quat(-x, -y, -z, w); }

    // AnnaSteve fixed: order of quaternion multiplication
    // Quaternion multiplication. Combines quaternion rotations, performing the one on the 
    // right hand side first.
    Quat  operator* (const Quat& b) const   { return Quat(w * b.x + x * b.w + y * b.z - z * b.y,
                                                          w * b.y - x * b.z + y * b.w + z * b.x,
                                                          w * b.z + x * b.y - y * b.x + z * b.w,
                                                          w * b.w - x * b.x - y * b.y - z * b.z); }

    // 
    // this^p normalized; same as rotating by this p times.
    Quat PowNormalized(T p) const
    {
        Vector3<T> v;
        T          a;
        GetAxisAngle(&v, &a);
        return Quat(v, a * p);
    }
    
    // Rotate transforms vector in a manner that matches Matrix rotations (counter-clockwise,
    // assuming negative direction of the axis). Standard formula: q(t) * V * q(t)^-1. 
    Vector3<T> Rotate(const Vector3<T>& v) const
    {
        return ((*this * Quat<T>(v.x, v.y, v.z, 0)) * Inverted()).Imag();
    }

    
    // Inversed quaternion rotates in the opposite direction.
    Quat        Inverted() const
    {
        return Quat(-x, -y, -z, w);
    }

    // Sets this quaternion to the one rotates in the opposite direction.
    void        Invert()
    {
        *this = Quat(-x, -y, -z, w);
    }
    
    // Converting quaternion to matrix.
    operator Matrix4f() const
    {
        T ww = w*w;
        T xx = x*x;
        T yy = y*y;
        T zz = z*z;

        return Matrix4f(float(ww + xx - yy - zz),  float(T(2) * (x*y - w*z)), float(T(2) * (x*z + w*y)),
                        float(T(2) * (x*y + w*z)), float(ww - xx + yy - zz),  float(T(2) * (y*z - w*x)),
                        float(T(2) * (x*z - w*y)), float(T(2) * (y*z + w*x)), float(ww - xx - yy + zz) );
    }

    
    // GetEulerAngles extracts Euler angles from the quaternion, in the specified order of
    // axis rotations and the specified coordinate system. Right-handed coordinate system
    // is the default, with CCW rotations while looking in the negative axis direction.
    // Here a,b,c, are the Yaw/Pitch/Roll angles to be returned.
    // rotation a around axis A1
    // is followed by rotation b around axis A2
    // is followed by rotation c around axis A3
    // rotations are CCW or CW (D) in LH or RH coordinate system (S)
    template <Axis A1, Axis A2, Axis A3, RotateDirection D, HandedSystem S>
    void GetEulerAngles(T *a, T *b, T *c)
    {
        OVR_COMPILER_ASSERT((A1 != A2) && (A2 != A3) && (A1 != A3));

        T Q[3] = { x, y, z };  //Quaternion components x,y,z

        T ww  = w*w;
        T Q11 = Q[A1]*Q[A1];
        T Q22 = Q[A2]*Q[A2];
        T Q33 = Q[A3]*Q[A3];

        T psign = T(-1.0);
        // Determine whether even permutation
        if (((A1 + 1) % 3 == A2) && ((A2 + 1) % 3 == A3))
            psign = T(1.0);
        
        T s2 = psign * T(2.0) * (psign*w*Q[A2] + Q[A1]*Q[A3]);

        if (s2 < (T)-1.0 + Math<T>::SingularityRadius)
        { // South pole singularity
            *a = T(0.0);
            *b = -S*D*Math<T>::PiOver2;
            *c = S*D*atan2((T)2.0*(psign*Q[A1]*Q[A2] + w*Q[A3]),
		                   ww + Q22 - Q11 - Q33 );
        }
        else if (s2 > (T)1.0 - Math<T>::SingularityRadius)
        {  // North pole singularity
            *a = (T)0.0;
            *b = S*D*Math<T>::PiOver2;
            *c = S*D*atan2((T)2.0*(psign*Q[A1]*Q[A2] + w*Q[A3]),
		                   ww + Q22 - Q11 - Q33);
        }
        else
        {
            *a = -S*D*atan2((T)-2.0*(w*Q[A1] - psign*Q[A2]*Q[A3]),
		                    ww + Q33 - Q11 - Q22);
            *b = S*D*asin(s2);
            *c = S*D*atan2((T)2.0*(w*Q[A3] - psign*Q[A1]*Q[A2]),
		                   ww + Q11 - Q22 - Q33);
        }      
        return;
    }

    template <Axis A1, Axis A2, Axis A3, RotateDirection D>
    void GetEulerAngles(T *a, T *b, T *c)
    { GetEulerAngles<A1, A2, A3, D, Handed_R>(a, b, c); }

    template <Axis A1, Axis A2, Axis A3>
    void GetEulerAngles(T *a, T *b, T *c)
    { GetEulerAngles<A1, A2, A3, Rotate_CCW, Handed_R>(a, b, c); }


    // GetEulerAnglesABA extracts Euler angles from the quaternion, in the specified order of
    // axis rotations and the specified coordinate system. Right-handed coordinate system
    // is the default, with CCW rotations while looking in the negative axis direction.
    // Here a,b,c, are the Yaw/Pitch/Roll angles to be returned.
    // rotation a around axis A1
    // is followed by rotation b around axis A2
    // is followed by rotation c around axis A1
    // Rotations are CCW or CW (D) in LH or RH coordinate system (S)
    template <Axis A1, Axis A2, RotateDirection D, HandedSystem S>
    void GetEulerAnglesABA(T *a, T *b, T *c)
    {
        OVR_COMPILER_ASSERT(A1 != A2);

        T Q[3] = {x, y, z}; // Quaternion components

        // Determine the missing axis that was not supplied
        int m = 3 - A1 - A2;

        T ww = w*w;
        T Q11 = Q[A1]*Q[A1];
        T Q22 = Q[A2]*Q[A2];
        T Qmm = Q[m]*Q[m];

        T psign = T(-1.0);
        if ((A1 + 1) % 3 == A2) // Determine whether even permutation
        {
            psign = (T)1.0;
        }

        T c2 = ww + Q11 - Q22 - Qmm;
        if (c2 < (T)-1.0 + Math<T>::SingularityRadius)
        { // South pole singularity
            *a = (T)0.0;
            *b = S*D*Math<T>::Pi;
            *c = S*D*atan2( (T)2.0*(w*Q[A1] - psign*Q[A2]*Q[m]),
		                    ww + Q22 - Q11 - Qmm);
        }
        else if (c2 > (T)1.0 - Math<T>::SingularityRadius)
        {  // North pole singularity
            *a = (T)0.0;
            *b = (T)0.0;
            *c = S*D*atan2( (T)2.0*(w*Q[A1] - psign*Q[A2]*Q[m]),
		                   ww + Q22 - Q11 - Qmm);
        }
        else
        {
            *a = S*D*atan2( psign*w*Q[m] + Q[A1]*Q[A2],
		                   w*Q[A2] -psign*Q[A1]*Q[m]);
            *b = S*D*acos(c2);
            *c = S*D*atan2( -psign*w*Q[m] + Q[A1]*Q[A2],
		                   w*Q[A2] + psign*Q[A1]*Q[m]);
        }
        return;
    }
};


typedef Quat<float>  Quatf;
typedef Quat<double> Quatd;



//-------------------------------------------------------------------------------------
// ***** Angle

// Cleanly representing the algebra of 2D rotations.
// The operations maintain the angle between -Pi and Pi, the same range as atan2.
// 

template<class T>
class Angle
{
public:
	enum AngularUnits
	{
		Radians = 0,
		Degrees = 1
	};

    Angle() : a(0) {}
    
	// Fix the range to be between -Pi and Pi
	Angle(T a_, AngularUnits u = Radians) : a((u == Radians) ? a_ : a_*Math<T>::DegreeToRadFactor) { FixRange(); }

	T    Get(AngularUnits u = Radians) const       { return (u == Radians) ? a : a*Math<T>::RadToDegreeFactor; }
	void Set(const T& x, AngularUnits u = Radians) { a = (u == Radians) ? x : x*Math<T>::DegreeToRadFactor; FixRange(); }
	int Sign() const                               { if (a == 0) return 0; else return (a > 0) ? 1 : -1; }
	T   Abs() const                                { return (a > 0) ? a : -a; }

    bool operator== (const Angle& b) const    { return a == b.a; }
    bool operator!= (const Angle& b) const    { return a != b.a; }
//	bool operator<  (const Angle& b) const    { return a < a.b; } 
//	bool operator>  (const Angle& b) const    { return a > a.b; } 
//	bool operator<= (const Angle& b) const    { return a <= a.b; } 
//	bool operator>= (const Angle& b) const    { return a >= a.b; } 
//	bool operator= (const T& x)               { a = x; FixRange(); }

	// These operations assume a is already between -Pi and Pi.
    Angle  operator+  (const Angle& b) const  { return Angle(a + b.a); }
	Angle  operator+  (const T& x) const      { return Angle(a + x); }
	Angle& operator+= (const Angle& b)        { a = a + b.a; FastFixRange(); return *this; }
	Angle& operator+= (const T& x)            { a = a + x; FixRange(); return *this; }
	Angle  operator-  (const Angle& b) const  { return Angle(a - b.a); }
	Angle  operator-  (const T& x) const      { return Angle(a - x); }
	Angle& operator-= (const Angle& b)        { a = a - b.a; FastFixRange(); return *this; }
	Angle& operator-= (const T& x)            { a = a - x; FixRange(); return *this; }
	
	T   Distance(const Angle& b)              { T c = fabs(a - b.a); return (c <= Math<T>::Pi) ? c : Math<T>::TwoPi - c; }

private:

	// The stored angle, which should be maintained between -Pi and Pi
	T a;

	// Fixes the angle range to [-Pi,Pi], but assumes no more than 2Pi away on either side 
	inline void FastFixRange()
	{
		if (a < -Math<T>::Pi)
			a += Math<T>::TwoPi;
		else if (a > Math<T>::Pi)
			a -= Math<T>::TwoPi;
	}

	// Fixes the angle range to [-Pi,Pi] for any given range, but slower then the fast method
	inline void FixRange()
	{
		a = fmod(a,Math<T>::TwoPi);
		if (a < -Math<T>::Pi)
			a += Math<T>::TwoPi;
		else if (a > Math<T>::Pi)
			a -= Math<T>::TwoPi;
	}
};


typedef Angle<float>  Anglef;
typedef Angle<double> Angled;


//-------------------------------------------------------------------------------------
// ***** Plane

// Consists of a normal vector and distance from the origin where the plane is located.

template<class T>
class Plane : public RefCountBase<Plane<T> >
{
public:
    Vector3<T> N;
    T          D;

    Plane() : D(0) {}

    // Normals must already be normalized
    Plane(const Vector3<T>& n, T d) : N(n), D(d) {}
    Plane(T x, T y, T z, T d) : N(x,y,z), D(d) {}

    // construct from a point on the plane and the normal
    Plane(const Vector3<T>& p, const Vector3<T>& n) : N(n), D(-(p * n)) {}

    // Find the point to plane distance. The sign indicates what side of the plane the point is on (0 = point on plane).
    T TestSide(const Vector3<T>& p) const
    {
        return (N * p) + D;
    }

    Plane<T> Flipped() const
    {
        return Plane(-N, -D);
    }

    void Flip()
    {
        N = -N;
        D = -D;
    }

	bool operator==(const Plane<T>& rhs) const
	{
		return (this->D == rhs.D && this->N == rhs.N);
	}
};

typedef Plane<float> Planef;

}

#endif