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