#include #include "clip.h" ClipResult clipLineToNearZ(const float* v1, const float* v2, const float dist, float* vout, float* t) { if(v1[2] < dist && v2[2] < dist) { // Both behind, no clipping return CLIP_RESULT_ALL_BEHIND; } if(v1[2] > dist && v2[2] > dist) { return CLIP_RESULT_ALL_IN_FRONT; } float vec [] = {v2[0] - v1[0], v2[1] - v1[1], v2[2] - v1[2]}; /* * The plane normal will always be pointing down the negative Z so we can simplify the dot products as x and y will always be zero * the resulting calculation will result in simply -z of the vector */ float vecDotP = -vec[2]; /* If the dot product is zero there is no intersection */ if(vecDotP > FLT_MIN || vecDotP < -FLT_MIN) { *t = (-(dist - v1[2])) / vecDotP; vout[0] = v1[0] + (vec[0] * (*t)); vout[1] = v1[1] + (vec[1] * (*t)); vout[2] = v1[2] + (vec[2] * (*t)); return (v1[2] >= dist) ? CLIP_RESULT_FRONT_TO_BACK : CLIP_RESULT_BACK_TO_FRONT; } else { return CLIP_RESULT_ALL_ON_PLANE; } }