/* * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * Copyright 2015 Danny Robson */ #ifndef __UTIL_GEOM_RAY_HPP #define __UTIL_GEOM_RAY_HPP #include "aabb.hpp" #include "plane.hpp" #include "sphere.hpp" #include "../vector.hpp" #include "../point.hpp" /////////////////////////////////////////////////////////////////////////////// namespace util::geom { template struct ray { constexpr ray () = default; constexpr ray (point _origin, vector _direction) noexcept: origin (_origin), direction (_direction) { CHECK (is_normalised (direction)); } constexpr ray (point _origin, point _distant) noexcept: ray (_origin, _origin.to (_distant )) { CHECK (is_normalised (direction)); } // queries T closest (point) const; util::point at (T) const; // data members point origin; vector direction; }; /////////////////////////////////////////////////////////////////////////// /// returns the distance along the ray in a ray-plane intersection /// /// returns inf if parallel /// returns 0 if coplanar template constexpr T distance (const ray r, const plane p) { return dot (p.coefficients, r.origin. template redim (1)) / dot (p.coefficients, r.direction.template redim (0)); } //------------------------------------------------------------------------- template constexpr bool intersects (const ray r, const plane p) { const auto d = distance (r, p); return d >= 0 && std::isfinite (d); } /////////////////////////////////////////////////////////////////////////// // returns the distance along a ray to an aabb // // the return value may be negative if the plane lies behind the ray. // the return value may be NaN in the case the ray and plane are parallel template constexpr T distance (const ray r, const aabb b) { const auto t1 = (b.lo - r.origin) / r.direction; const auto t2 = (b.hi - r.origin) / r.direction; const auto tmin = max (min (t1, t2)); const auto tmax = min (max (t1, t2)); // did not intersect if (tmin > tmax) return std::numeric_limits::quiet_NaN (); // closest is behind us if (tmax < 0) return tmax; // closest is in front of us return tmin; } /////////////////////////////////////////////////////////////////////////// /// returns the smallest distance from a ray to a sphere intersection /// /// returns NaN on miss /// returns NaN if behind template constexpr T distance (const ray r, const sphere s) { const T b = dot (r.direction, r.origin - s.centre); const T c = dot (r.origin - s.centre, r.origin - s.centre) - s.radius * s.radius; const T D = b * b - c; // no intersection if (D < 0) return std::numeric_limits::quiet_NaN (); auto t_ = std::sqrt (D); auto t0 = -b + t_; auto t1 = -b - t_; return t1 >= 0 ? t1 : t0 >= 0 ? t0 : std::numeric_limits::quiet_NaN (); } //------------------------------------------------------------------------- // convenience method to test a ray intersects an aabb template constexpr bool intersects (const ray r, const aabb b) { return distance (r, b) >= 0; } /////////////////////////////////////////////////////////////////////////// typedef ray<2,float> ray2f; typedef ray<3,float> ray3f; } #endif