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/*
* 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 MöllerTrumbore 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 */