Pixel-Composer/scripts/d3d_plane/d3d_plane.gml

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function __plane(origin, normal) constructor {
self.origin = origin;
self.normal = normal.normalize();
}
#region functions
function d3d_intersect_ray_plane(ray, plane) {
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//print($"Intersect {ray}\n\tto {plane}");
var det = plane.normal.dot(ray.direction);
if(det == 0) return new __vec3();
var rayToPlane = plane.origin.subtract(ray.origin);
var t = rayToPlane.dot(plane.normal) / det;
if(t < 0) return new __vec3();
return ray.sampleDistance(t);
}
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function d3d_point_to_plane(plane_origin, plane_normal, point) {
var plane_to_point = [
point[0] - plane_origin[0],
point[1] - plane_origin[1],
point[2] - plane_origin[2],
];
var _dot = dot_product_3d(plane_to_point[0], plane_to_point[1], plane_to_point[2], plane_normal[0], plane_normal[1], plane_normal[2]);
var _distance = _dot / point_distance_3d(0, 0, 0, plane_normal[0], plane_normal[1], plane_normal[2]);
return _distance;
}
function d3d_point_project_plane_uv(plane_origin, plane_normal, point, plane_x_axis, plane_y_axis) {
var distance = d3d_point_to_plane(plane_origin, plane_normal, point);
var projected_point = [
point[0] - plane_normal[0] * distance,
point[1] - plane_normal[1] * distance,
point[2] - plane_normal[2] * distance
];
var local_x = dot_product_3d(
projected_point[0] - plane_origin[0],
projected_point[1] - plane_origin[1],
projected_point[2] - plane_origin[2],
plane_x_axis[0], plane_x_axis[1], plane_x_axis[2]
);
var local_y = dot_product_3d(
projected_point[0] - plane_origin[0],
projected_point[1] - plane_origin[1],
projected_point[2] - plane_origin[2],
plane_y_axis[0], plane_y_axis[1], plane_y_axis[2]
);
return [ local_x, local_y ];
}
#endregion