/** * graphene_euler_to_vec3: * @e: a #graphene_euler_t * @res: (out caller-allocates): return location for a #graphene_vec3_t * * Retrieves the angles of a #graphene_euler_t and initializes a * #graphene_vec3_t with them. * * Since: 1.2 */ void graphene_euler_to_vec3 (const graphene_euler_t *e, graphene_vec3_t *res) { graphene_vec3_init_from_vec3 (res, &e->angles); graphene_vec3_scale (res, (180.f / GRAPHENE_PI), res); }
/** * graphene_ray_get_distance_to_point: * @r: a #graphene_ray_t * @p: a #graphene_point3d_t * * Computes the distance from the origin of the given ray to the given point. * * Returns: the distance of the point * * Since: 1.4 */ float graphene_ray_get_distance_to_point (const graphene_ray_t *r, const graphene_point3d_t *p) { graphene_vec3_t point; graphene_vec3_t tmp; float distance; graphene_point3d_to_vec3 (p, &point); graphene_vec3_subtract (&point, &r->origin, &tmp); distance = graphene_vec3_dot (&tmp, &r->direction); /* the point is behind the ray */ if (distance < 0) { graphene_vec3_subtract (&r->origin, &point, &tmp); return graphene_vec3_length (&tmp); } /* get the position on the ray at the given distance */ graphene_vec3_scale (&r->direction, distance, &tmp); graphene_vec3_add (&tmp, &r->origin, &tmp); graphene_vec3_subtract (&tmp, &point, &tmp); return graphene_vec3_length (&tmp); }
/** * graphene_triangle_get_midpoint: * @t: a #graphene_triangle_t * @res: (out caller-allocates): return location for the coordinates of * the midpoint * * Computes the coordinates of the midpoint of the given #graphene_triangle_t. * * Since: 1.2 */ void graphene_triangle_get_midpoint (const graphene_triangle_t *t, graphene_point3d_t *res) { graphene_vec3_t tmp; graphene_vec3_add (&t->a, &t->b, &tmp); graphene_vec3_add (&tmp, &t->c, &tmp); graphene_vec3_scale (&tmp, (1.f / 3.f), &tmp); graphene_point3d_init_from_vec3 (res, &tmp); }
/** * graphene_ray_get_position_at: * @r: a #graphene_ray_t * @t: the distance along the ray * @position: (out caller-allocates): return location for the position * * Retrieves the coordinates of a point at the distance @t along the * given #graphene_ray_t. * * Since: 1.4 */ void graphene_ray_get_position_at (const graphene_ray_t *r, float t, graphene_point3d_t *position) { graphene_vec3_t res; graphene_vec3_scale (&r->direction, t, &res); graphene_vec3_add (&res, &r->origin, &res); graphene_point3d_init_from_vec3 (position, &res); }
/** * graphene_euler_init_from_vec3: * @e: the #graphene_euler_t to initialize * @v: (nullable): a #graphene_vec3_t containing the rotation * angles in degrees * @order: the order used to apply the rotations * * Initializes a #graphene_euler_t using the angles contained in a * #graphene_vec3_t. * * If the #graphene_vec3_t @v is %NULL, the #graphene_euler_t will be * initialized with all angles set to 0. * * Returns: (transfer none): the initialized #graphene_euler_t * * Since: 1.2 */ graphene_euler_t * graphene_euler_init_from_vec3 (graphene_euler_t *e, const graphene_vec3_t *v, graphene_euler_order_t order) { if (v != NULL) graphene_vec3_scale (v, (GRAPHENE_PI / 180.f), &e->angles); else graphene_vec3_init_from_vec3 (&e->angles, graphene_vec3_zero ()); e->order = order; return e; }
/** * graphene_triangle_get_normal: * @t: a #graphene_triangle_t * @res: (out caller-allocates): return location for the normal vector * * Computes the normal vector of the given #graphene_triangle_t. * * Since: 1.2 */ void graphene_triangle_get_normal (const graphene_triangle_t *t, graphene_vec3_t *res) { graphene_vec3_t v1, v2, tmp; float length_sq; graphene_vec3_subtract (&t->c, &t->b, &v1); graphene_vec3_subtract (&t->a, &t->b, &v2); graphene_vec3_cross (&v1, &v2, &tmp); length_sq = graphene_vec3_dot (&tmp, &tmp); if (length_sq > 0) graphene_vec3_scale (&tmp, 1.f / sqrtf (length_sq), res); else graphene_vec3_init_from_vec3 (res, graphene_vec3_zero ()); }
/** * graphene_ray_get_closest_point_to_point: * @r: a #graphene_ray_t * @p: a #graphene_point3d_t * @res: (out caller-allocates): return location for the closest point3d * * Computes the point on the given #graphene_ray_t that is closest to the * given point @p. * * Since: 1.4 */ void graphene_ray_get_closest_point_to_point (const graphene_ray_t *r, const graphene_point3d_t *p, graphene_point3d_t *res) { graphene_vec3_t point, result; float distance; graphene_point3d_to_vec3 (p, &point); graphene_vec3_subtract (&point, &r->origin, &result); distance = graphene_vec3_dot (&result, &r->direction); if (distance < 0) graphene_vec3_init_from_vec3 (&result, &r->origin); else { graphene_vec3_scale (&r->direction, distance, &result); graphene_vec3_add (&result, &r->origin, &result); } graphene_point3d_init_from_vec3 (res, &result); }