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Remove find_intersection
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1 changed files with 1 additions and 15 deletions
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@ -52,20 +52,6 @@ const float DISJOINT_CONST = 404.0;
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#INSERT finalize_color.glsl
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bool find_intersection(vec2 p0, vec2 v0, vec2 p1, vec2 v1, out vec2 intersection){
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// Find the intersection of a line passing through
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// p0 in the direction v0 and one passing through p1 in
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// the direction p1.
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// That is, find a solutoin to p0 + v0 * t = p1 + v1 * s
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float det = -v0.x * v1.y + v1.x * v0.y;
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if(det == 0) return false;
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float t = cross2d(p0 - p1, v1) / det;
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intersection = p0 + v0 * t;
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return true;
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}
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void create_joint(float angle, vec2 unit_tan, float buff,
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vec2 static_c0, out vec2 changing_c0,
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vec2 static_c1, out vec2 changing_c1){
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@ -137,7 +123,7 @@ int get_corners(
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if(orientation > 0) corners = vec2[5](c0, c1, p1, c2, c3);
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else corners = vec2[5](c1, c0, p1, c3, c2);
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// Replace corner[2] with convex hull point accounting for stroke width
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find_intersection(corners[0], v01, corners[4], v21, corners[2]);
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corners[2] = corners[2] - orientation * (buff0 * p0_perp + buff2 * p2_perp);
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return 5;
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}
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