ray: style
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16
ray.cpp
16
ray.cpp
@ -18,11 +18,13 @@
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#include "debug.hpp"
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using util::ray;
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///////////////////////////////////////////////////////////////////////////////
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template <size_t S, typename T>
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util::ray<S,T>::ray (util::point<S,T> _origin,
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util::vector<S,T> _direction):
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ray<S,T>::ray (util::point<S,T> _origin,
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util::vector<S,T> _direction):
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origin (_origin),
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direction (_direction)
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{
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@ -37,7 +39,7 @@ util::ray<S,T>::ray (util::point<S,T> _origin,
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/// returns 0 if corayar
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template <size_t S, typename T>
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T
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util::ray<S,T>::intersect (plane<S,T> q) const
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ray<S,T>::intersect (plane<S,T> q) const
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{
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return dot (q.p - origin, q.n) / dot (direction, q.n);
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}
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@ -50,7 +52,7 @@ util::ray<S,T>::intersect (plane<S,T> q) const
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/// returns NaN if behind
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template <size_t S, typename T>
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T
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util::ray<S,T>::intersect (AABB<S,T> r) const
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ray<S,T>::intersect (AABB<S,T> r) const
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{
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auto t1 = (r.p0 - origin) / direction;
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auto t2 = (r.p1 - origin) / direction;
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@ -80,7 +82,7 @@ util::ray<S,T>::intersect (AABB<S,T> r) const
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/// returns NaN if behind
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template <size_t S, typename T>
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T
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util::ray<S,T>::intersect (sphere<S,T> s) const
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ray<S,T>::intersect (sphere<S,T> s) const
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{
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T b = dot (direction, origin - s.centre);
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T c = dot (origin - s.centre, origin - s.centre) - s.radius * s.radius;
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@ -103,7 +105,7 @@ util::ray<S,T>::intersect (sphere<S,T> s) const
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/// returns the closest parameter along the ray to a given point
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template <size_t S, typename T>
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T
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util::ray<S,T>::closest (point<S,T> q) const
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ray<S,T>::closest (point<S,T> q) const
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{
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// project the origin-point difference onto the direction
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return dot (origin - q, direction);
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@ -113,7 +115,7 @@ util::ray<S,T>::closest (point<S,T> q) const
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//-----------------------------------------------------------------------------
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template <size_t S, typename T>
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util::point<S,T>
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util::ray<S,T>::at (T t) const
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ray<S,T>::at (T t) const
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{
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return origin + direction * t;
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}
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