16 const auto& tMatrix =
transform(gctx).matrix();
17 return Vector3D(tMatrix(0, 2), tMatrix(1, 2), tMatrix(2, 2));
20 inline const Vector3D PlaneSurface::binningPosition(
36 const auto& gctxTransform =
transform(gctx);
41 if (intersection.status != Intersection::Status::unreachable and bcheck) {
43 const auto& tMatrix = gctxTransform.matrix();
45 const Vector3D vecLocal(intersection.position - tMatrix.block<3, 1>(0, 3));
46 if (not insideBounds(tMatrix.block<3, 2>(0, 0).transpose() * vecLocal,
48 intersection.status = Intersection::Status::missed;