Files
manim/manimlib/shaders/inserts/quadratic_bezier_geometry_functions.glsl
2023-01-09 00:00:31 -05:00

49 lines
1.1 KiB
GLSL

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 (1.0 / 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 (1.0 / scale_factor) * rotate * shift;
}