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73 a_ = p.a_;
b_ = p.b_;
c_ = p.c_;
d_ = p.d_;
return *
this;
78 T
a()
const {
return a_; }
81 T
b()
const {
return b_; }
84 T
c()
const {
return c_; }
87 T
d()
const {
return d_; }
97 if (ll > 0.) {
a_ /= ll;
b_ /= ll;
c_ /= ll,
d_ /= ll; }
104 return a()*p.
x() +
b()*p.
y() +
c()*p.
z() +
d();
117 T
k = -
d()/(
a()*
a()+
b()*
b()+
c()*
c());
124 return a() == p.a() &&
b() == p.b() &&
c() == p.c() &&
d() == p.d();
130 return a() != p.a() ||
b() != p.b() ||
c() != p.c() ||
d() != p.d();
147 std::ostream &
operator<<(std::ostream & os,
const Plane3D<float> & p);
153 std::ostream &
operator<<(std::ostream & os,
const Plane3D<double> & p);
157 #ifdef ENABLE_BACKWARDS_COMPATIBILITY
Plane3D(const Normal3D< T > &n, const Point3D< T > &p)
Point3D< T > point() const
Plane3D< T > & operator=(const Plane3D< T > &p)
Plane3D< T > & normalize()
Plane3D(const Plane3D< float > &p)
Plane3D(const Point3D< T > &p1, const Point3D< T > &p2, const Point3D< T > &p3)
T distance(const Point3D< T > &p) const
bool operator==(const Plane3D< T > &p) const
Plane3D(T a1, T b1, T c1, T d1)
Normal3D< T > normal() const
Plane3D< T > & transform(const Transform3D &m)
Point3D< T > point(const Point3D< T > &p) const
bool operator!=(const Plane3D< T > &p) const
any side effects of that construction would occur twice The semantics of throw x
std::ostream & operator<<(std::ostream &os, const BasicVector3D< float > &a)