obs-studio/libobs/graphics/plane.c
jp9000 f53df7da64 clang-format: Apply formatting
Code submissions have continually suffered from formatting
inconsistencies that constantly have to be addressed.  Using
clang-format simplifies this by making code formatting more consistent,
and allows automation of the code formatting so that maintainers can
focus more on the code itself instead of code formatting.
2019-06-23 23:49:10 -07:00

159 lines
3.9 KiB
C

/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#include "../util/c99defs.h"
#include "matrix3.h"
#include "plane.h"
void plane_from_tri(struct plane *dst, const struct vec3 *v1,
const struct vec3 *v2, const struct vec3 *v3)
{
struct vec3 temp;
vec3_sub(&temp, v2, v1);
vec3_sub(&dst->dir, v3, v1);
vec3_cross(&dst->dir, &temp, &dst->dir);
vec3_norm(&dst->dir, &dst->dir);
dst->dist = vec3_dot(v1, &dst->dir);
}
void plane_transform(struct plane *dst, const struct plane *p,
const struct matrix4 *m)
{
struct vec3 temp;
vec3_zero(&temp);
vec3_transform(&dst->dir, &p->dir, m);
vec3_norm(&dst->dir, &dst->dir);
vec3_transform(&temp, &temp, m);
dst->dist = p->dist - vec3_dot(&dst->dir, &temp);
}
void plane_transform3x4(struct plane *dst, const struct plane *p,
const struct matrix3 *m)
{
struct vec3 temp;
vec3_transform3x4(&dst->dir, &p->dir, m);
vec3_norm(&dst->dir, &dst->dir);
vec3_transform3x4(&temp, &m->t, m);
dst->dist = p->dist - vec3_dot(&dst->dir, &temp);
}
bool plane_intersection_ray(const struct plane *p, const struct vec3 *orig,
const struct vec3 *dir, float *t)
{
float c = vec3_dot(&p->dir, dir);
if (fabsf(c) < EPSILON) {
*t = 0.0f;
return false;
} else {
*t = (p->dist - vec3_dot(&p->dir, orig)) / c;
return true;
}
}
bool plane_intersection_line(const struct plane *p, const struct vec3 *v1,
const struct vec3 *v2, float *t)
{
float p1_dist, p2_dist, p1_abs_dist, dist2;
bool p1_over, p2_over;
p1_dist = vec3_plane_dist(v1, p);
p2_dist = vec3_plane_dist(v2, p);
if (close_float(p1_dist, 0.0f, EPSILON)) {
if (close_float(p2_dist, 0.0f, EPSILON))
return false;
*t = 0.0f;
return true;
} else if (close_float(p2_dist, 0.0f, EPSILON)) {
*t = 1.0f;
return true;
}
p1_over = (p1_dist > 0.0f);
p2_over = (p2_dist > 0.0f);
if (p1_over == p2_over)
return false;
p1_abs_dist = fabsf(p1_dist);
dist2 = p1_abs_dist + fabsf(p2_dist);
if (dist2 < EPSILON)
return false;
*t = p1_abs_dist / dist2;
return true;
}
bool plane_tri_inside(const struct plane *p, const struct vec3 *v1,
const struct vec3 *v2, const struct vec3 *v3,
float precision)
{
/* bit 1: part or all is behind the plane */
/* bit 2: part or all is in front of the plane */
int sides = 0;
float d1 = vec3_plane_dist(v1, p);
float d2 = vec3_plane_dist(v2, p);
float d3 = vec3_plane_dist(v3, p);
if (d1 >= precision)
sides = 2;
else if (d1 <= -precision)
sides = 1;
if (d2 >= precision)
sides |= 2;
else if (d2 <= -precision)
sides |= 1;
if (d3 >= precision)
sides |= 2;
else if (d3 <= -precision)
sides |= 1;
return sides;
}
bool plane_line_inside(const struct plane *p, const struct vec3 *v1,
const struct vec3 *v2, float precision)
{
/* bit 1: part or all is behind the plane */
/* bit 2: part or all is in front of the plane */
int sides = 0;
float d1 = vec3_plane_dist(v1, p);
float d2 = vec3_plane_dist(v2, p);
if (d1 >= precision)
sides = 2;
else if (d1 <= -precision)
sides = 1;
if (d2 >= precision)
sides |= 2;
else if (d2 <= -precision)
sides |= 1;
return sides;
}