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Cleanup: DRW: common_math_geom_lib.glsl: Fix variable name style

This commit is contained in:
2022-07-21 15:18:46 +02:00
parent e022753d7a
commit 9f00e138ac

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@@ -5,63 +5,71 @@
/** \name Math intersection & projection functions.
* \{ */
float point_plane_projection_dist(vec3 lineorigin, vec3 planeorigin, vec3 planenormal)
float point_plane_projection_dist(vec3 line_origin, vec3 plane_origin, vec3 plane_normal)
{
return dot(planenormal, planeorigin - lineorigin);
return dot(plane_normal, plane_origin - line_origin);
}
float line_plane_intersect_dist(vec3 lineorigin,
vec3 linedirection,
vec3 planeorigin,
vec3 planenormal)
float line_plane_intersect_dist(vec3 line_origin,
vec3 line_direction,
vec3 plane_origin,
vec3 plane_normal)
{
return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection);
return dot(plane_normal, plane_origin - line_origin) / dot(plane_normal, line_direction);
}
float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec4 plane)
float line_plane_intersect_dist(vec3 line_origin, vec3 line_direction, vec4 plane)
{
vec3 plane_co = plane.xyz * (-plane.w / len_squared(plane.xyz));
vec3 h = lineorigin - plane_co;
return -dot(plane.xyz, h) / dot(plane.xyz, linedirection);
vec3 h = line_origin - plane_co;
return -dot(plane.xyz, h) / dot(plane.xyz, line_direction);
}
vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)
vec3 line_plane_intersect(vec3 line_origin,
vec3 line_direction,
vec3 plane_origin,
vec3 plane_normal)
{
float dist = line_plane_intersect_dist(lineorigin, linedirection, planeorigin, planenormal);
return lineorigin + linedirection * dist;
float dist = line_plane_intersect_dist(line_origin, line_direction, plane_origin, plane_normal);
return line_origin + line_direction * dist;
}
vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec4 plane)
vec3 line_plane_intersect(vec3 line_origin, vec3 line_direction, vec4 plane)
{
float dist = line_plane_intersect_dist(lineorigin, linedirection, plane);
return lineorigin + linedirection * dist;
float dist = line_plane_intersect_dist(line_origin, line_direction, plane);
return line_origin + line_direction * dist;
}
float line_aligned_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
float line_aligned_plane_intersect_dist(vec3 line_origin, vec3 line_direction, vec3 plane_origin)
{
/* aligned plane normal */
vec3 L = planeorigin - lineorigin;
float diskdist = length(L);
vec3 planenormal = -normalize(L);
return -diskdist / dot(planenormal, linedirection);
vec3 L = plane_origin - line_origin;
float disk_dist = length(L);
vec3 plane_normal = -normalize(L);
return -disk_dist / dot(plane_normal, line_direction);
}
vec3 line_aligned_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
vec3 line_aligned_plane_intersect(vec3 line_origin, vec3 line_direction, vec3 plane_origin)
{
float dist = line_aligned_plane_intersect_dist(lineorigin, linedirection, planeorigin);
float dist = line_aligned_plane_intersect_dist(line_origin, line_direction, plane_origin);
if (dist < 0) {
/* if intersection is behind we fake the intersection to be
* really far and (hopefully) not inside the radius of interest */
dist = 1e16;
}
return lineorigin + linedirection * dist;
return line_origin + line_direction * dist;
}
float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection)
/**
* Returns intersection distance between the unit sphere and the line
* with the assumption that \a line_origin is contained in the unit sphere.
* It will always returns the farthest intersection.
*/
float line_unit_sphere_intersect_dist(vec3 line_origin, vec3 line_direction)
{
float a = dot(linedirection, linedirection);
float b = dot(linedirection, lineorigin);
float c = dot(lineorigin, lineorigin) - 1;
float a = dot(line_direction, line_direction);
float b = dot(line_direction, line_origin);
float c = dot(line_origin, line_origin) - 1;
float dist = 1e15;
float determinant = b * b - a * c;
@@ -72,22 +80,27 @@ float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection)
return dist;
}
float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection)
/**
* Returns minimum intersection distance between the unit box and the line
* with the assumption that \a line_origin is contained in the unit box.
* In other words, it will always returns the farthest intersection.
*/
float line_unit_box_intersect_dist(vec3 line_origin, vec3 line_direction)
{
/* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
*/
vec3 firstplane = (vec3(1.0) - lineorigin) / linedirection;
vec3 secondplane = (vec3(-1.0) - lineorigin) / linedirection;
vec3 furthestplane = max(firstplane, secondplane);
vec3 first_plane = (vec3(1.0) - line_origin) / line_direction;
vec3 second_plane = (vec3(-1.0) - line_origin) / line_direction;
vec3 farthest_plane = max(first_plane, second_plane);
return min_v3(furthestplane);
return min_v3(farthest_plane);
}
float line_unit_box_intersect_dist_safe(vec3 lineorigin, vec3 linedirection)
float line_unit_box_intersect_dist_safe(vec3 line_origin, vec3 line_direction)
{
vec3 safe_linedirection = max(vec3(1e-8), abs(linedirection)) *
select(vec3(1.0), -vec3(1.0), lessThan(linedirection, vec3(0.0)));
return line_unit_box_intersect_dist(lineorigin, safe_linedirection);
vec3 safe_line_direction = max(vec3(1e-8), abs(line_direction)) *
select(vec3(1.0), -vec3(1.0), lessThan(line_direction, vec3(0.0)));
return line_unit_box_intersect_dist(line_origin, safe_line_direction);
}
/**
@@ -115,8 +128,8 @@ float line_aabb_clipping_dist(vec3 line_origin, vec3 line_direction, vec3 aabb_m
void make_orthonormal_basis(vec3 N, out vec3 T, out vec3 B)
{
vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
T = normalize(cross(UpVector, N));
vec3 up_vector = abs(N.z) < 0.99999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
T = normalize(cross(up_vector, N));
B = cross(N, T);
}