fraktal/include/glm/gtx/intersect.hpp
2021-02-08 22:56:15 +01:00

93 lines
3.3 KiB
C++

/// @ref gtx_intersect
/// @file glm/gtx/intersect.hpp
///
/// @see core (dependence)
/// @see gtx_closest_point (dependence)
///
/// @defgroup gtx_intersect GLM_GTX_intersect
/// @ingroup gtx
///
/// Include <glm/gtx/intersect.hpp> to use the features of this extension.
///
/// Add intersection functions
#pragma once
// Dependency:
#include <cfloat>
#include <limits>
#include "../glm.hpp"
#include "../geometric.hpp"
#include "../gtx/closest_point.hpp"
#include "../gtx/vector_query.hpp"
#ifndef GLM_ENABLE_EXPERIMENTAL
# error "GLM: GLM_GTX_closest_point is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it."
#endif
#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
# pragma message("GLM: GLM_GTX_closest_point extension included")
#endif
namespace glm
{
/// @addtogroup gtx_intersect
/// @{
//! Compute the intersection of a ray and a plane.
//! Ray direction and plane normal must be unit length.
//! From GLM_GTX_intersect extension.
template<typename genType>
GLM_FUNC_DECL bool intersectRayPlane(
genType const& orig, genType const& dir,
genType const& planeOrig, genType const& planeNormal,
typename genType::value_type & intersectionDistance);
//! Compute the intersection of a ray and a triangle.
/// Based om Tomas Möller implementation http://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/raytri/
//! From GLM_GTX_intersect extension.
template<typename T, qualifier Q>
GLM_FUNC_DECL bool intersectRayTriangle(
vec<3, T, Q> const& orig, vec<3, T, Q> const& dir,
vec<3, T, Q> const& v0, vec<3, T, Q> const& v1, vec<3, T, Q> const& v2,
vec<2, T, Q>& baryPosition, T& distance);
//! Compute the intersection of a line and a triangle.
//! From GLM_GTX_intersect extension.
template<typename genType>
GLM_FUNC_DECL bool intersectLineTriangle(
genType const& orig, genType const& dir,
genType const& vert0, genType const& vert1, genType const& vert2,
genType & position);
//! Compute the intersection distance of a ray and a sphere.
//! The ray direction vector is unit length.
//! From GLM_GTX_intersect extension.
template<typename genType>
GLM_FUNC_DECL bool intersectRaySphere(
genType const& rayStarting, genType const& rayNormalizedDirection,
genType const& sphereCenter, typename genType::value_type const sphereRadiusSquered,
typename genType::value_type & intersectionDistance);
//! Compute the intersection of a ray and a sphere.
//! From GLM_GTX_intersect extension.
template<typename genType>
GLM_FUNC_DECL bool intersectRaySphere(
genType const& rayStarting, genType const& rayNormalizedDirection,
genType const& sphereCenter, const typename genType::value_type sphereRadius,
genType & intersectionPosition, genType & intersectionNormal);
//! Compute the intersection of a line and a sphere.
//! From GLM_GTX_intersect extension
template<typename genType>
GLM_FUNC_DECL bool intersectLineSphere(
genType const& point0, genType const& point1,
genType const& sphereCenter, typename genType::value_type sphereRadius,
genType & intersectionPosition1, genType & intersectionNormal1,
genType & intersectionPosition2 = genType(), genType & intersectionNormal2 = genType());
/// @}
}//namespace glm
#include "intersect.inl"