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22 lines
No EOL
772 B
GLSL
22 lines
No EOL
772 B
GLSL
vec3 get_unit_normal(in vec3[3] points){
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float tol = 1e-6;
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vec3 v1 = normalize(points[1] - points[0]);
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vec3 v2 = normalize(points[2] - points[0]);
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vec3 cp = cross(v1, v2);
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float cp_norm = length(cp);
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if(cp_norm < tol){
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// Three points form a line, so find a normal vector
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// to that line in the plane shared with the z-axis
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vec3 k_hat = vec3(0.0, 0.0, 1.0);
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vec3 new_cp = cross(cross(v2, k_hat), v2);
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float new_cp_norm = length(new_cp);
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if(new_cp_norm < tol){
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// We only come here if all three points line up
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// on the z-axis.
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return vec3(0.0, -1.0, 0.0);
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// return k_hat;
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}
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return new_cp / new_cp_norm;
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}
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return cp / cp_norm;
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} |