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ray: ray sphere intersection
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@@ -7,12 +7,17 @@
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/*
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Functions:
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CGLM_INLINE bool glm_line_triangle_intersect(vec3 origin,
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vec3 direction,
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vec3 v0,
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vec3 v1,
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vec3 v2,
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float *d);
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CGLM_INLINE bool glm_ray_triangle(vec3 origin,
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vec3 direction,
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vec3 v0,
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vec3 v1,
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vec3 v2,
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float *d);
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CGLM_INLINE bool glm_ray_sphere(vec3 origin,
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vec3 dir,
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vec4 s,
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float * __restrict t1,
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float * __restrict t2)
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*/
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#ifndef cglm_ray_h
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@@ -31,7 +36,6 @@
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* @param[in, out] d distance to intersection
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* @return whether there is intersection
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*/
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CGLM_INLINE
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bool
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glm_ray_triangle(vec3 origin,
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@@ -74,4 +78,70 @@ glm_ray_triangle(vec3 origin,
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return dist > epsilon;
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}
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/*!
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* @brief ray sphere intersection
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*
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* @param[in] origin ray origin
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* @param[out] dir normalized ray direction
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* @param[in] s sphere [center.x, center.y, center.z, radii]
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* @param[in] t1 near point1 (closer to origin)
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* @param[in] t2 far point2 (farther from origin)
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*/
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CGLM_INLINE
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bool
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glm_ray_sphere(vec3 origin,
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vec3 dir,
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vec4 s,
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float * __restrict t1,
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float * __restrict t2) {
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vec3 dp;
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float r2, ddp, dpp, dscr, q, tmp, _t1, _t2;
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/* ensure dir is normalized */
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glm_vec3_sub(s, origin, dp);
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ddp = glm_vec3_dot(dir, dp);
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dpp = glm_vec3_norm2(dp);
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/* compute the remedy term for numerical stability */
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glm_vec3_mulsubs(dir, ddp, dp); /* dp: remedy term */
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r2 = s[3] * s[3];
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dscr = r2 - glm_vec3_norm2(dp);
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if (dscr < 0.0f) {
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/* no intersection */
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return false;
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}
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dscr = sqrtf(dscr);
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q = (ddp >= 0.0f) ? (ddp + dscr) : (ddp - dscr);
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/*
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include Press, William H., Saul A. Teukolsky,
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William T. Vetterling, and Brian P. Flannery,
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"Numerical Recipes in C," Cambridge University Press, 1992.
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*/
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_t1 = q;
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_t2 = (dpp - r2) / q;
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/* adjust t1 and t2 to ensure t1 is the closer intersection */
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if (_t1 > _t2) {
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tmp = _t1;
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_t1 = _t2;
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_t2 = tmp;
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}
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*t1 = _t1;
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*t2 = _t2;
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/* check if the closest intersection (t1) is behind the ray's origin */
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if (_t1 < 0.0f && _t2 < 0.0f) {
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/* both intersections are behind the ray, no visible intersection */
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return false;
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}
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return true;
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}
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#endif
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