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graphics.ts
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// This is ROOM's software rasterizer.
// There are some things you should be aware of.
//
// 1:
// This works by rendering out to sprites called "tiles".
// These tiles are then laid out on the map.
// (The map is created ahead of time.)
//
// 2:
// Depth testing is backwards.
// Referencing ROOM's code, the depth is checked like so:
// `z != null && z < fb.fbDepth[idx]`
// This means that you should do this to clear the depth buffer:
// fbClearDepth(fb, 1000);
//
// 3:
// Depth values are not interpolated.
// This results in strange bugs but is good enough for ROOM.
//
// 4:
// Matrices are row major, NOT column major.
//
// 5.
// Angles are ALWAYS specified in radians.
//
// ---
//
// Have fun playing around with this :)
//
// -- Rendering Types --
type Color = number | string;
type Depth = number;
interface Framebuffer {
width: number;
height: number;
fbColor: Color[];
fbDepth: Depth[];
map: string;
}
interface ProjectionData {
fov_rad: number;
near: number;
far: number;
}
interface RenderPass {
// Normalized vector representing camera's direction.
cameraFront: Vec3;
cameraPosition: Vec3;
triangles: number[];
modelMatrix: Mat4;
projection: ProjectionData | null | undefined;
// In array form, you can provide a color to each triangle.
colors: Color | Color[] | null | undefined;
borderColor: Color | null | undefined;
// Either leave this null or 1.
// Set to -1 to cull front faces.
cullScalar: number | null;
enableDepth: boolean | null | undefined;
}
// -- Math Types --
// Row major
type Mat4 = [Vec4, Vec4, Vec4, Vec4];
type Vec3 = [number, number, number];
type Vec4 = [number, number, number, number];
// -- Framebuffer Functions --
// We need a unique character to represent each tile.
function fbGetLegendIdent(tilesXCount: number, tileX: number, tileY: number) {
return String.fromCharCode(tileX + tilesXCount * tileY + 48);
}
// Render into legends.
// From ROOM's code:
// ```
// let legends = fbGetRender(fb, tileXCount, tileYCount);
// setLegend(...legends);
// ```
function fbGetRender(
fb: Framebuffer,
tilesXCount: number,
tilesYCount: number
): [string, string][] {
let legends: [string, string][] = [];
for (let yi = 0; yi < tilesYCount; yi++) {
for (let xi = 0; xi < tilesXCount; xi++) {
let tileSprite = "\n";
let offsetX = xi * 16;
let offsetY = yi * 16;
for (let y = 0; y < 16; y++) {
for (let x = 0; x < 16; x++) {
let color = fbGetColor(fb, x + offsetX, y + offsetY);
tileSprite += color;
}
tileSprite += "\n";
}
let ident = fbGetLegendIdent(tilesXCount, xi, yi);
legends.push([ident, tileSprite]);
}
}
return legends;
}
function fbNew(tilesXCount: number, tilesYCount: number): Framebuffer {
let width = tilesXCount * 16;
let height = tilesYCount * 16;
let fbColor: Array<Color> = [];
for (let i = 0; i < width * height; i++) {
fbColor.push(0);
}
let fbDepth: Array<Depth> = [];
for (let i = 0; i < width * height; i++) {
fbDepth.push(0);
}
let map = "\n";
for (let yi = 0; yi < tilesYCount; yi++) {
for (let xi = 0; xi < tilesXCount; xi++) {
let ident = fbGetLegendIdent(tilesXCount, xi, yi);
map += ident;
}
map += "\n";
}
return {
width,
height,
map,
fbColor,
fbDepth,
};
}
function fbPut(
fb: Framebuffer,
x: number,
y: number,
z: number | null,
color: Color
) {
if (x < fb.width && x >= 0 && y < fb.height && y >= 0) {
let idx = fb.width * Math.floor(y) + Math.floor(x);
if (z != null && z < fb.fbDepth[idx]) {
fb.fbDepth[idx] = z;
fb.fbColor[idx] = color;
} else if (z == null) {
fb.fbColor[idx] = color;
}
}
}
function fbGetColor(fb: Framebuffer, x: number, y: number): Color {
return fb.fbColor[y * fb.width + x];
}
function fbClearColor(fb: Framebuffer, color: Color) {
for (let y = 0; y < fb.height; y++) {
for (let x = 0; x < fb.width; x++) {
fb.fbColor[y * fb.width + x] = color;
}
}
}
// Read my note about depth at the top of the file.
function fbClearDepth(fb: Framebuffer, depth: Depth) {
for (let y = 0; y < fb.height; y++) {
for (let x = 0; x < fb.width; x++) {
fb.fbDepth[y * fb.width + x] = depth;
}
}
}
function fbRender(fb: Framebuffer, pass: RenderPass) {
for (let i = 0; i < pass.triangles.length; i += 9) {
let vertexA = [
pass.triangles[i + 0 + 0],
pass.triangles[i + 1 + 0],
pass.triangles[i + 2 + 0],
] as Vec3;
let vertexB = [
pass.triangles[i + 0 + 3],
pass.triangles[i + 1 + 3],
pass.triangles[i + 2 + 3],
] as Vec3;
let vertexC = [
pass.triangles[i + 0 + 6],
pass.triangles[i + 1 + 6],
pass.triangles[i + 2 + 6],
] as Vec3;
// Local Space => World Space
let worldVertexA = vec4IntoVec3(
mat4MulVec4(pass.modelMatrix, [...vertexA, 1])
);
let worldVertexB = vec4IntoVec3(
mat4MulVec4(pass.modelMatrix, [...vertexB, 1])
);
let worldVertexC = vec4IntoVec3(
mat4MulVec4(pass.modelMatrix, [...vertexC, 1])
);
let normal = vecNormalize(
vec3CrossProduct(
vecSubVec(worldVertexB, worldVertexA),
vecSubVec(worldVertexC, worldVertexA)
)
);
// Cull out faces that are away from the camera.
let cullScalar = pass.cullScalar != null ? pass.cullScalar : 1;
if (
vecDot(normal, vecSubVec(worldVertexA, pass.cameraPosition)) *
cullScalar <
0
) {
let view = mat4GetLookAt(
pass.cameraPosition,
vecAddVec(pass.cameraPosition, pass.cameraFront),
[0, 1, 0]
);
// World Space => View Space
let viewVertexA = vec4IntoVec3(mat4MulVec4(view, [...worldVertexA, 1]));
let viewVertexB = vec4IntoVec3(mat4MulVec4(view, [...worldVertexB, 1]));
let viewVertexC = vec4IntoVec3(mat4MulVec4(view, [...worldVertexC, 1]));
// Depth clipping: remove triangles behind the camera.
let clippedTriangles;
if (pass.projection != null) {
clippedTriangles = triangleClipPlane(
[0, 0, pass.projection.near],
[0, 0, 1],
[viewVertexA, viewVertexB, viewVertexC]
);
} else {
clippedTriangles = [[viewVertexA, viewVertexB, viewVertexC]];
}
for (let cti in clippedTriangles) {
let triangle = clippedTriangles[cti];
if (pass.projection != null) {
let projectionData = pass.projection!;
let projection = mat4GetProjection(
1.0,
projectionData.fov_rad,
projectionData.near,
projectionData.far
);
// View Space => Clip Space
let projectedVertexA = mat4MulVec4(projection, [...triangle[0], 1]);
let projectedVertexB = mat4MulVec4(projection, [...triangle[1], 1]);
let projectedVertexC = mat4MulVec4(projection, [...triangle[2], 1]);
vertexA = vec4IntoVec3(vec4ScaleWithW(projectedVertexA));
vertexB = vec4IntoVec3(vec4ScaleWithW(projectedVertexB));
vertexC = vec4IntoVec3(vec4ScaleWithW(projectedVertexC));
}
// Clip Space => Screen Space
vertexA = vecAddScalar(vertexA, 1.0);
vertexB = vecAddScalar(vertexB, 1.0);
vertexC = vecAddScalar(vertexC, 1.0);
vertexA[0] *= fb.width * 0.5;
vertexB[0] *= fb.width * 0.5;
vertexC[0] *= fb.width * 0.5;
vertexA[1] *= fb.height * 0.5;
vertexB[1] *= fb.height * 0.5;
vertexC[1] *= fb.height * 0.5;
vertexA[2] *= fb.width * 0.5;
vertexB[2] *= fb.width * 0.5;
vertexC[2] *= fb.width * 0.5;
// Clip out vertices outside the view frustum.
// New triangles may be formed here.
let finalTriangles: [Vec3, Vec3, Vec3][] = [];
finalTriangles.push([vertexA, vertexB, vertexC]);
let testPlanes: [Vec3, Vec3][] = [
[
[0, 0, 0],
[0, 1, 0],
],
[
[0, fb.height - 1, 0],
[0, -1, 0],
],
[
[0, 0, 0],
[1, 0, 0],
],
[
[fb.width - 1, 0, 0],
[-1, 0, 0],
],
];
for (let p in testPlanes) {
let nextTests: [Vec3, Vec3, Vec3][] = [];
for (let t in finalTriangles) {
nextTests.push(
...triangleClipPlane(
testPlanes[p][0],
testPlanes[p][1],
finalTriangles[t]
)
);
}
finalTriangles = nextTests;
}
// Draw the triangles left.
for (let t in finalTriangles) {
let finalTriangle = finalTriangles[t];
let vertexA = finalTriangle[0] as Vec3;
let vertexB = finalTriangle[1] as Vec3;
let vertexC = finalTriangle[2] as Vec3;
if (pass.borderColor != null) {
fbDrawTriangle(
fb,
vertexA,
vertexB,
vertexC,
pass.borderColor,
pass.enableDepth!
);
}
if (pass.colors != null) {
let color: Color;
if (
typeof pass.colors != "string" &&
typeof pass.colors != "number"
) {
color = (pass.colors as Color[])[Math.floor(i / 9)];
} else {
color = pass.colors as Color;
}
color != null &&
fbFillTriangle(
fb,
vertexA,
vertexB,
vertexC,
color,
pass.enableDepth!
);
}
}
}
}
}
}
function fbDrawTriangle(
fb: Framebuffer,
a: Vec3,
b: Vec3,
c: Vec3,
borderColor: Color,
enableDepth: boolean
) {
fbDrawLine(fb, a, b, borderColor, enableDepth);
fbDrawLine(fb, b, c, borderColor, enableDepth);
fbDrawLine(fb, a, c, borderColor, enableDepth);
}
function interpolate(i0: number, d0: number, i1: number, d1: number): number[] {
if (i0 == i1) {
return [d0];
}
var values = [];
var a = (d1 - d0) / (i1 - i0);
var d = d0;
for (var i = i0; i <= i1; i++) {
values.push(d);
d += a;
}
return values;
}
function fbDrawLine(
fb: Framebuffer,
a: Vec3,
b: Vec3,
color: Color,
enableDepth: boolean
) {
var dx = b[0] - a[0];
var dy = b[1] - a[1];
if (Math.abs(dx) > Math.abs(dy)) {
if (dx < 0) {
var swap = a;
a = b;
b = swap;
}
var ys = interpolate(a[0], a[1], b[0], b[1]);
for (var x = a[0]; x <= b[0]; x += 1) {
// Crude estimation of depth.
fbPut(fb, x, ys[Math.floor(x - a[0])], enableDepth ? a[2] : null, color);
}
} else {
if (dy < 0) {
var swap = a;
a = b;
b = swap;
}
var xs = interpolate(a[1], a[0], b[1], b[0]);
for (var y = a[1]; y <= b[1]; y += 1) {
// Crude estimation of depth.
fbPut(fb, xs[Math.floor(y - a[1])], y, enableDepth ? a[2] : null, color);
}
}
}
function fbFillTriangle(
fb: Framebuffer,
a: Vec3,
b: Vec3,
c: Vec3,
color: Color,
enableDepth: boolean
) {
if (b[1] < a[1]) {
var swap = a;
a = b;
b = swap;
}
if (c[1] < a[1]) {
var swap = a;
a = c;
c = swap;
}
if (c[1] < b[1]) {
var swap = b;
b = c;
c = swap;
}
var x01 = interpolate(a[1], a[0], b[1], b[0]);
var x12 = interpolate(b[1], b[0], c[1], c[0]);
var x02 = interpolate(a[1], a[0], c[1], c[0]);
x01.pop();
x12.pop();
x02.pop();
var x012 = x01.concat(x12);
var x_left, x_right;
var m = Math.floor(x02.length / 2);
if (x02[m] < x012[m]) {
x_left = x02;
x_right = x012;
} else {
x_left = x012;
x_right = x02;
}
for (var y = a[1]; y <= c[1]; y += 1) {
for (
var x = x_left[Math.floor(y - a[1])];
x <= x_right[Math.floor(y - a[1])];
x += 1
) {
// Crude estimation of depth.
fbPut(fb, x, y, enableDepth ? a[2] : null, color);
}
}
}
// -- Matrix 4 Functions --
function mat4Identity(): Mat4 {
return [
[1.0, 0.0, 0.0, 0.0],
[0.0, 1.0, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0],
];
}
function mat4Translate(mat: Mat4, translation: Vec3): Mat4 {
let result = Array.from(mat) as Mat4;
result[3][0] += translation[0];
result[3][1] += translation[1];
result[3][2] += translation[2];
return result;
}
function mat4Scale(mat: Mat4, scale: Vec3): Mat4 {
let result = Array.from(mat) as Mat4;
result[0][0] *= scale[0];
result[1][1] *= scale[1];
result[2][2] *= scale[2];
return result;
}
function mat4Rotate(mat: Mat4, angle: number, rot: Vec3): Mat4 {
let c = Math.cos(angle);
let s = Math.sin(angle);
let axis = vecNormalize(rot);
let rot_mat = [
[
c + axis[0] * axis[0] * (1 - c),
axis[0] * axis[1] * (1 - c) - axis[2] * s,
axis[0] * axis[2] * (1 - c) + axis[1] * s,
0.0,
],
[
axis[1] * axis[0] * (1 - c) + axis[2] * s,
c + axis[1] * axis[1] * (1 - c),
axis[1] * axis[2] * (1 - c) - axis[0] * s,
0.0,
],
[
axis[2] * axis[0] * (1 - c) - axis[1] * s,
axis[2] * axis[1] * (1 - c) + axis[0] * s,
c + axis[2] * axis[2] * (1 - c),
0.0,
],
[0.0, 0.0, 0.0, 1.0],
] as Mat4;
return mat4MulMat4(mat, rot_mat);
}
function mat4GetProjection(
aspect: number,
fov_rad: number,
near: number,
far: number
): Mat4 {
return [
[aspect / Math.tan(fov_rad / 2), 0.0, 0.0, 0.0],
[0.0, 1 / Math.tan(fov_rad / 2), 0.0, 0.0],
[0.0, 0.0, far / (far - near), 1.0],
[0.0, 0.0, (-far * near) / (far - near), 0.0],
];
}
function mat4GetLookAt(position: Vec3, center: Vec3, up: Vec3): Mat4 {
let dir = vecSubVec(center, position);
let right = vecNormalize(vec3CrossProduct(up, dir));
let matUp = vec3CrossProduct(dir, right);
return [
[right[0], matUp[0], dir[0], 0],
[right[1], matUp[1], dir[1], 0],
[right[2], matUp[2], dir[2], 0],
[
-vecDot(position, right),
-vecDot(position, matUp),
-vecDot(position, dir),
1,
],
];
}
function mat4MulMat4(b: Mat4, a: Mat4): Mat4 {
let result = mat4Identity();
for (let r = 0; r < 4; r++) {
for (let c = 0; c < 4; c++) {
result[r][c] =
b[r][0] * a[0][c] +
b[r][1] * a[1][c] +
b[r][2] * a[2][c] +
b[r][3] * a[3][c];
}
}
return result;
}
function mat4MulVec4(mat: Mat4, vec: Vec4): Vec4 {
let result = [0, 0, 0, 0] as Vec4;
result[0] =
vec[0] * mat[0][0] +
vec[1] * mat[1][0] +
vec[2] * mat[2][0] +
vec[3] * mat[3][0];
result[1] =
vec[0] * mat[0][1] +
vec[1] * mat[1][1] +
vec[2] * mat[2][1] +
vec[3] * mat[3][1];
result[2] =
vec[0] * mat[0][2] +
vec[1] * mat[1][2] +
vec[2] * mat[2][2] +
vec[3] * mat[3][2];
result[3] =
vec[0] * mat[0][3] +
vec[1] * mat[1][3] +
vec[2] * mat[2][3] +
vec[3] * mat[3][3];
return result;
}
// -- Vector 4 Functions --
function vec4ScaleWithW(vec: Vec4): Vec4 {
let result = Array.from(vec) as Vec4;
if (result[3] != 0) {
result[0] /= result[3];
result[1] /= result[3];
result[2] /= result[3];
}
return result;
}
function vec4IntoVec3(vec: Vec4): Vec3 {
return [vec[0], vec[1], vec[2]];
}
// -- Vector 3 Functions --
function vec3CrossProduct(a: Vec3, b: Vec3): Vec3 {
let result = [0.0, 0.0, 0.0] as Vec3;
result[0] = a[1] * b[2] - a[2] * b[1];
result[1] = a[2] * b[0] - a[0] * b[2];
result[2] = a[0] * b[1] - a[1] * b[0];
return result;
}
// -- General Vector Functions --
function vecAddVec<V extends Vec3 | Vec4>(a: V, b: V): V {
let result = Array.from(a) as V;
for (let i = 0; i < a.length; i++) {
result[i] += b[i];
}
return result;
}
function vecSubVec<V extends Vec3 | Vec4>(a: V, b: V): V {
let result = Array.from(a) as V;
for (let i = 0; i < a.length; i++) {
result[i] -= b[i];
}
return result;
}
function vecDistance<V extends Vec3 | Vec4>(a: V, b: V): number {
return vecLength(vecSubVec(b, a));
}
function vecAddScalar<V extends Vec3 | Vec4>(v: V, s: number): V {
let result = Array.from(v) as V;
for (let i = 0; i < v.length; i++) {
result[i] += s;
}
return result;
}
function vecMulScalar<V extends Vec3 | Vec4>(a: V, b: number): V {
let result = Array.from(a) as V;
for (let i = 0; i < a.length; i++) {
result[i] *= b;
}
return result;
}
function vecNormalize<V extends Vec3 | Vec4>(v: V): V {
let length = vecLength(v);
if (length == 0) {
length += 0.00001;
}
return vecMulScalar(v, 1 / length);
}
function vecDot<V extends Vec3 | Vec4>(a: V, b: V): number {
let result = 0;
for (let i = 0; i < a.length; i++) {
result += a[i] * b[i];
}
return result;
}
function vecLength<V extends Vec3 | Vec4>(v: V): number {
let sqsum = 0;
for (let i = 0; i < v.length; i++) {
sqsum += v[i] * v[i];
}
return Math.sqrt(sqsum);
}
// -- Clipping --
function vecIntersectsPlane<V extends Vec3 | Vec4>(
planePoint: V,
planeNormal: V,
lineStart: V,
lineEnd: V
): V {
let d = -vecDot(planeNormal, planePoint);
let ad = vecDot(lineStart, planeNormal);
let bd = vecDot(lineEnd, planeNormal);
let td = bd - ad;
if (td == 0) {
td += 0.00001;
}
let t = (-d - ad) / td;
let lineStartToEnd = vecSubVec(lineEnd, lineStart);
let lineToIntersect = vecMulScalar(lineStartToEnd, t);
return vecAddVec(lineStart, lineToIntersect);
}
function triangleClipPlane(
planePoint: Vec3,
planeNormal: Vec3,
triangle: [Vec3, Vec3, Vec3]
): [Vec3, Vec3, Vec3][] {
let dist = (point: Vec3): number => {
return vecDot(planeNormal, point) - vecDot(planeNormal, planePoint);
};
let insidePoints = [];
let outsidePoints = [];
let d0 = dist(triangle[0]);
let d1 = dist(triangle[1]);
let d2 = dist(triangle[2]);
if (d0 >= 0) {
insidePoints.push(triangle[0]);
} else {
outsidePoints.push(triangle[0]);
}
if (d1 >= 0) {
insidePoints.push(triangle[1]);
} else {
outsidePoints.push(triangle[1]);
}
if (d2 >= 0) {
insidePoints.push(triangle[2]);
} else {
outsidePoints.push(triangle[2]);
}
if (insidePoints.length == 3) {
return [triangle];
}
if (insidePoints.length == 1 && outsidePoints.length == 2) {
return [
[
insidePoints[0],
vecIntersectsPlane(
planePoint,
planeNormal,
insidePoints[0],
outsidePoints[0]
),
vecIntersectsPlane(
planePoint,
planeNormal,
insidePoints[0],
outsidePoints[1]
),
],
];
}
if (insidePoints.length == 2 && outsidePoints.length == 1) {
let ot = vecIntersectsPlane(
planePoint,
planeNormal,
insidePoints[0],
outsidePoints[0]
);
return [
[insidePoints[0], insidePoints[1], ot],
[
insidePoints[1],
ot,
vecIntersectsPlane(
planePoint,
planeNormal,
insidePoints[1],
outsidePoints[0]
),
],
];
}
return [];
}
export {
fbNew,
fbGetRender,
fbDrawLine,
fbClearColor,
fbClearDepth,
fbRender,
mat4MulMat4,
mat4MulVec4,
mat4Scale,
mat4Rotate,
mat4Translate,
mat4Identity,
vecAddVec,
vecSubVec,
vecLength,
vecDistance,
vecMulScalar,
vecNormalize,
vec3CrossProduct,
vecIntersectsPlane,
vecDot,
type Framebuffer,
type RenderPass,
type ProjectionData,
type Color,
type Vec3,
type Vec4,
type Mat4,
};