public class Plane {
+ // FIXME: could be given by
+ // ax+by+cz=d
+
public final Vec norm;
public final float dvalue;
public Point intersect(Plane p1, Plane p2) {
Plane p3 = this;
float z = p1.norm.dot(p2.norm.cross(p3.norm));
- if (Math.abs(z) == 0) return null; // planes do not intersect at a point
+ if (Math.abs(z) < 0.0001) return null; // planes do not intersect at a point
Vec v1 = p2.norm.cross(p3.norm).times(-1 * p1.dvalue);
Vec v2 = p3.norm.cross(p1.norm).times(-1 * p2.dvalue);
Vec v3 = p1.norm.cross(p2.norm).times(-1 * p3.dvalue);
- return Point.ORIGIN.plus(v1.plus(v2).plus(v3).times(1/z));
+ return Point.ZERO.plus(v1.plus(v2).plus(v3).times(1/z));
}
}