87 lines
2.4 KiB
C
87 lines
2.4 KiB
C
/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#ifndef cglms_ray_h
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#define cglms_ray_h
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#include "../common.h"
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#include "../types-struct.h"
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#include "../ray.h"
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/* api definition */
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#define glms_ray_(NAME) CGLM_STRUCTAPI(ray, NAME)
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/*!
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* @brief Möller–Trumbore ray-triangle intersection algorithm
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*
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* @param[in] origin origin of ray
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* @param[in] direction direction of ray
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* @param[in] v0 first vertex of triangle
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* @param[in] v1 second vertex of triangle
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* @param[in] v2 third vertex of triangle
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* @param[in, out] d distance to intersection
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* @return whether there is intersection
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*/
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CGLM_INLINE
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bool
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glms_ray_(triangle)(vec3s origin,
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vec3s direction,
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vec3s v0,
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vec3s v1,
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vec3s v2,
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float *d) {
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return glm_ray_triangle(origin.raw, direction.raw, v0.raw, v1.raw, v2.raw, d);
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}
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/*!
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* @brief ray sphere intersection
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*
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* returns false if there is no intersection if true:
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*
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* - t1 > 0, t2 > 0: ray intersects the sphere at t1 and t2 both ahead of the origin
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* - t1 < 0, t2 > 0: ray starts inside the sphere, exits at t2
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* - t1 < 0, t2 < 0: no intersection ahead of the ray ( returns false )
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* - the caller can check if the intersection points (t1 and t2) fall within a
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* specific range (for example, tmin < t1, t2 < tmax) to determine if the
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* intersections are within a desired segment of the ray
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*
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* @param[in] origin ray origin
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* @param[out] dir normalized ray direction
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* @param[in] s sphere [center.x, center.y, center.z, radii]
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* @param[in] t1 near point1 (closer to origin)
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* @param[in] t2 far point2 (farther from origin)
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*
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* @returns whether there is intersection
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*/
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CGLM_INLINE
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bool
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glms_ray_(sphere)(vec3s origin,
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vec3s dir,
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vec4s s,
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float * __restrict t1,
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float * __restrict t2) {
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return glm_ray_sphere(origin.raw, dir.raw, s.raw, t1, t2);
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}
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/*!
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* @brief point using t by 𝐏(𝑡)=𝐀+𝑡𝐛
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*
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* @param[in] orig origin of ray
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* @param[in] dir direction of ray
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* @param[in] t parameter
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* @returns point point at t
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*/
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CGLM_INLINE
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vec3s
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glms_ray_(at)(vec3s orig, vec3s dir, float t) {
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vec3s r;
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glm_ray_at(orig.raw, dir.raw, t, r.raw);
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return r;
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}
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#endif /* cglms_ray_h */
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