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| Plane::TransformSyntaxvoid Plane::Transform(const float3x3 &transform); [5 lines of code]void Plane::Transform(const float3x4 &transform); [9 lines of code] void Plane::Transform(const float4x4 &transform); [5 lines of code] void Plane::Transform(const Quat &transform); [5 lines of code] Applies a transformation to this plane. This function operates in-place. For Plane-float3x4 transform code, see Eric Lengyel's Mathematics for 3D Game Programming And Computer Graphics 2nd ed., p.110, chapter 4.2.3. Performancevoid Plane::Transform(const float3x3 &transform)49.263nsecs/call ≈ 20.3M calls/second ≈ 338.32k calls/frame (@ 60fps). 0.053μsecs/call ≈ 18.74M calls/second ≈ 312.3k calls/frame (@ 60fps). 49.263nsecs/call ≈ 20.3M calls/second ≈ 338.32k calls/frame (@ 60fps). 0.066μsecs/call ≈ 15.22M calls/second ≈ 253.74k calls/frame (@ 60fps). See AlsoWork in progress:Todo: in void Plane::Transform(const float3x3 &transform): Could optimize the inverse here by assuming orthogonality or orthonormality. Todo: in void Plane::Transform(const float3x4 &transform): Could optimize this function by switching to plane convention ax+by+cz+d=0 instead of ax+by+cz=d. Todo: in void Plane::Transform(const float3x4 &transform): Can optimize the inverse here by assuming orthogonality or orthonormality. Leave a Comment |