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# manipulatorMath.cpp

    //-
    // ==========================================================================
    // Copyright 1995,2006,2008 Autodesk, Inc. All rights reserved.
    //
    // Use of this software is subject to the terms of the Autodesk
    // license agreement provided at the time of installation or download,
    // or which otherwise accompanies this software in either electronic
    // or hard copy form.
    // ==========================================================================
    //+

    #include <maya/MPoint.h>
    #include <maya/MVector.h>

    #include "manipulatorMath.h"

    //
    // Utility classes + functions
    //

    //
    //  planeMath
    //

    planeMath::planeMath()
    {
        a = b = c = d = 0.0;
    }

    bool planeMath::setPlane( const MPoint& pointOnPlane, const MVector& normalToPlane )
    {
        MVector _normalToPlane = normalToPlane;
        _normalToPlane.normalize();

        // Calculate a,b,c,d based on input
        a = _normalToPlane.x;
        b = _normalToPlane.y;
        c = _normalToPlane.z;
        d = -(a*pointOnPlane.x + b*pointOnPlane.y + c*pointOnPlane.z);
        return true;
    }

    bool planeMath::intersect( const MPoint& linePoint, const MVector& lineDirection, MPoint& intersectionPoint )
    {
        double denominator = a*lineDirection.x + b*lineDirection.y + c*lineDirection.z;

        // Verify that the vector and the plane are not parallel.
        if(denominator < .00001)
        {
            return false;
        }

        double t = -(d + a*linePoint.x + b*linePoint.y + c*linePoint.z) / denominator;

        // Calculate the intersection point.
        intersectionPoint = linePoint + t * lineDirection;

        return true;
    }

    //
    //  lineMath
    //

    lineMath::lineMath()
    {
        // No-op
    }

    bool lineMath::setLine( const MPoint& linePoint, const MVector& lineDirection )
    {
        point = linePoint;
        direction = lineDirection;
        direction.normalize();
        return true;
    }

    bool lineMath::closestPoint( const MPoint& toPoint, MPoint& closest )
    {
        double t = direction * ( toPoint - point );
        closest = point + ( direction * t );
        return true;
    }

    //
    // Utility class
    //

    double DegreeRadianConverter::degreesToRadians( double degrees )
    {
         return degrees * ( M_PI/ 180.0 );
    }

    double DegreeRadianConverter::radiansToDegrees( double radians )
    {
        return radians * (180.0/M_PI);
    }