float cross2d(vec2 v, vec2 w){ return v.x * w.y - w.x * v.y; } mat3 get_xy_to_uv(vec2 b0, vec2 b1){ mat3 shift = mat3( 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, -b0.x, -b0.y, 1.0 ); float sf = length(b1 - b0); vec2 I = (b1 - b0) / sf; vec2 J = vec2(-I.y, I.x); mat3 rotate = mat3( I.x, J.x, 0.0, I.y, J.y, 0.0, 0.0, 0.0, 1.0 ); return (1 / sf) * rotate * shift; } // Orthogonal matrix to convert to a uv space defined so that // b0 goes to [0, 0] and b1 goes to [1, 0] mat4 get_xyz_to_uv(vec3 b0, vec3 b1, vec3 unit_normal){ mat4 shift = mat4( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -b0.x, -b0.y, -b0.z, 1 ); float scale_factor = length(b1 - b0); vec3 I = (b1 - b0) / scale_factor; vec3 K = unit_normal; vec3 J = cross(K, I); // Transpose (hence inverse) of matrix taking // i-hat to I, k-hat to unit_normal, and j-hat to their cross mat4 rotate = mat4( I.x, J.x, K.x, 0.0, I.y, J.y, K.y, 0.0, I.z, J.z, K.z, 0.0, 0.0, 0.0, 0.0, 1.0 ); return (1 / scale_factor) * rotate * shift; } // Returns 0 for null curve, 1 for linear, 2 for quadratic. // Populates new_points with bezier control points for the curve, // which for quadratics will be the same, but for linear and null // might change. The idea is to inform the caller of the degree, // while also passing tangency information in the linear case. // float get_reduced_control_points(vec3 b0, vec3 b1, vec3 b2, out vec3 new_points[3]){ float get_reduced_control_points(in vec3 points[3], out vec3 new_points[3]){ float length_threshold = 1e-6; float angle_threshold = 1e-3; vec3 p0 = points[0]; vec3 p1 = points[1]; vec3 p2 = points[2]; vec3 v01 = (p1 - p0); vec3 v12 = (p2 - p1); float dot_prod = clamp(dot(normalize(v01), normalize(v12)), -1, 1); bool aligned = acos(dot_prod) < angle_threshold; bool distinct_01 = length(v01) > length_threshold; // v01 is considered nonzero bool distinct_12 = length(v12) > length_threshold; // v12 is considered nonzero int n_uniques = int(distinct_01) + int(distinct_12); bool quadratic = (n_uniques == 2) && !aligned; bool linear = (n_uniques == 1) || ((n_uniques == 2) && aligned); bool constant = (n_uniques == 0); if(quadratic){ new_points[0] = p0; new_points[1] = p1; new_points[2] = p2; return 2.0; }else if(linear){ new_points[0] = p0; new_points[1] = (p0 + p2) / 2.0; new_points[2] = p2; return 1.0; }else{ new_points[0] = p0; new_points[1] = p0; new_points[2] = p0; return 0.0; } }