float plane_sdist(const struct plane *p, const cgm_vec3 *pt)
{
- cgm_vec3 v = p->pt;
- cgm_vsub(&v, pt);
+ cgm_vec3 v = *pt;
+ cgm_vsub(&v, &p->pt);
return cgm_vdot(&v, &p->norm);
}
-void midplane(struct plane *p, const cgm_vec3 *a, const cgm_vec3 *b)
+void midplane(struct plane *p, const cgm_vec3 *a, const cgm_vec3 *b, float offs)
{
p->norm = *b;
cgm_vsub(&p->norm, a);
cgm_vnormalize(&p->norm);
- p->pt.x = a->x + p->norm.x * 0.5f;
- p->pt.y = a->y + p->norm.y * 0.5f;
- p->pt.z = a->z + p->norm.z * 0.5f;
+ p->pt.x = (a->x + b->x) * 0.5f + p->norm.x * offs;
+ p->pt.y = (a->y + b->y) * 0.5f + p->norm.y * offs;
+ p->pt.z = (a->z + b->z) * 0.5f + p->norm.z * offs;
}
void poly_normal(const struct poly *poly, cgm_vec3 *n)
return 1;
} else {
/* going out */
- t = ray_plane(&ray, plane);
+ if((t = ray_plane(&ray, plane)) < 0.0f) {
+ t = 0.0f;
+ }
+ assert(t <= 1.0f);
cgm_raypos(&vnew.pos, &ray, t);
cgm_vlerp(&vnew.norm, &v0->norm, &v1->norm, t);
/* start outside */
if(d1 >= 0) {
/* going in */
- t = ray_plane(&ray, plane);
+ if((t = ray_plane(&ray, plane)) < 0.0f) {
+ t = 0.0f;
+ }
+ assert(t <= 1.0f);
cgm_raypos(&vnew.pos, &ray, t);
cgm_vlerp(&vnew.norm, &v0->norm, &v1->norm, t);