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Simplify rotationBetween
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1 changed files with 1 additions and 24 deletions
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@ -201,30 +201,7 @@ float angleBetween(const glm::vec3& v1, const glm::vec3& v2) {
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// Helper function return the rotation from the first vector onto the second
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glm::quat rotationBetween(const glm::vec3& v1, const glm::vec3& v2) {
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float angle = angleBetween(v1, v2);
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if (glm::isnan(angle) || angle < EPSILON) {
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return glm::quat();
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}
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glm::vec3 axis;
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if (angle > 179.99f * RADIANS_PER_DEGREE) { // 180 degree rotation; must use another axis
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axis = glm::cross(v1, glm::vec3(1.0f, 0.0f, 0.0f));
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float axisLength = glm::length(axis);
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if (axisLength < EPSILON) { // parallel to x; y will work
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axis = glm::normalize(glm::cross(v1, glm::vec3(0.0f, 1.0f, 0.0f)));
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} else {
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axis /= axisLength;
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}
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} else {
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axis = glm::normalize(glm::cross(v1, v2));
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// It is possible for axis to be nan even when angle is not less than EPSILON.
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// For example when angle is small but not tiny but v1 and v2 and have very short lengths.
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if (glm::isnan(glm::dot(axis, axis))) {
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// set angle and axis to values that will generate an identity rotation
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angle = 0.0f;
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axis = glm::vec3(1.0f, 0.0f, 0.0f);
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}
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}
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return glm::angleAxis(angle, axis);
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return glm::quat(glm::normalize(v1), glm::normalize(v2));
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}
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bool isPointBehindTrianglesPlane(glm::vec3 point, glm::vec3 p0, glm::vec3 p1, glm::vec3 p2) {
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