How to use the gl-vec3.subtract function in gl-vec3

To help you get started, we’ve selected a few gl-vec3 examples, based on popular ways it is used in public projects.

Secure your code as it's written. Use Snyk Code to scan source code in minutes - no build needed - and fix issues immediately.

github rolyatmax / sketches / sketches / 2019.10.27-21.36.51.js View on Github external
function getLinePlaneIntersection (line, planeNormal, pointOnPlane) {
  const [p0, p1] = line
  const dir = vec3.subtract([], p1, p0)
  const t = vec3.dot(vec3.subtract([], pointOnPlane, p0), planeNormal) / vec3.dot(dir, planeNormal)
  return t >= 0 && t <= 1 ? vec3.add([], vec3.scale([], dir, t), p0) : null
}
github rolyatmax / sketches / sketches / 2019.10.27-17.42.23.js View on Github external
function getLinePlaneIntersection (line, planeNormal, pointOnPlane) {
  const [p0, p1] = line
  const dir = vec3.subtract([], p1, p0)
  const t = vec3.dot(vec3.subtract([], pointOnPlane, p0), planeNormal) / vec3.dot(dir, planeNormal)
  return t >= 0 && t <= 1 ? vec3.add([], vec3.scale([], dir, t), p0) : null
}
github rolyatmax / sketches / sketches / 2019.10.28-18.39.01.js View on Github external
function getLinePlaneIntersection (line, planeNormal, pointOnPlane) {
  const [p0, p1] = line
  const dir = vec3.subtract([], p1, p0)
  const t = vec3.dot(vec3.subtract([], pointOnPlane, p0), planeNormal) / vec3.dot(dir, planeNormal)
  return t >= 0 && t <= 1 ? vec3.add([], vec3.scale([], dir, t), p0) : null
}
github rolyatmax / sketches / sketches / 2019.10.28-19.57.21.js View on Github external
function getLinePlaneIntersection (line, planeNormal, pointOnPlane) {
  const [p0, p1] = line
  const dir = vec3.subtract([], p1, p0)
  const t = vec3.dot(vec3.subtract([], pointOnPlane, p0), planeNormal) / vec3.dot(dir, planeNormal)
  return t >= 0 && t <= 1 ? vec3.add([], vec3.scale([], dir, t), p0) : null
}
github rolyatmax / sketches / lib / clip-mesh-with-plane / clip-mesh-with-plane-0.0.1.js View on Github external
function getLinePlaneIntersection (line, planeNormal, pointOnPlane) {
  const [p0, p1] = line
  const dir = vec3.subtract([], p1, p0)
  const t = vec3.dot(vec3.subtract([], pointOnPlane, p0), planeNormal) / vec3.dot(dir, planeNormal)
  return t >= 0 && t <= 1 ? vec3.add([], vec3.scale([], dir, t), p0) : null
}

gl-vec3

gl-matrix's vec3, split into smaller pieces

Zlib
Latest version published 6 years ago

Package Health Score

54 / 100
Full package analysis