bool triangle::intersect(ray const& Ray, intersection& Intersection) const { glm::vec3 w = Ray.get_position() - A; glm::vec3 u = -(B - A); glm::vec3 v = -(C - A); float D = glm::dot(glm::cross(u, v), Ray.get_direction()); float a = -glm::dot(glm::cross(w, v), Ray.get_direction()) / D; float b = -glm::dot(glm::cross(u, w), Ray.get_direction()) / D; float t = glm::dot(glm::cross(u, v), w) / D; if(a > 0.0f && b > 0.0f && a + b < 1.0) return true; return false; }
bool plane::intersect(ray const& Ray, intersection& Intersection) const { bool hit = false; if(glm::abs(Ray.get_direction().z) > 0.0f) { float t = -Ray.get_position().z / Ray.get_direction().z; if(t > glm::epsilon<float>() * 100.f) { Intersection.set_local_position(Ray.get_position() + Ray.get_direction() * t); hit = true; } } return hit; }
bool bounding_box::intersects(const ray & ray, intersection_data & out) const { float distance_max = std::numeric_limits<float>::max(); const box & aabb = bounding_box::get_box(); const point & min = aabb.get_min(); const point & max = aabb.get_max(); const float epsilon = 0.01f; for (int i = 0; i < 3; i++) { if (std::abs(ray.get_direction()[i]) < epsilon) { if (ray.get_origin()[i] < min[i] || ray.get_origin()[i] > max[i]) return false; } else { float ood = 1.0f / ray.get_direction()[i]; float t1 = (min[i] - ray.get_origin()[i]) * ood; float t2 = (max[i] - ray.get_origin()[i]) * ood; if (t1 > t2) std::swap(t1, t2); if (t1 > out.distance) out.distance = t1; if (t2 > distance_max) distance_max = t2; if (out.distance > distance_max) return false; } } out.coordinates = ray.get_origin() + float3(ray.get_direction()); out.coordinates = out.coordinates * out.distance; return true; }
bool bounding_sphere::intersects(const ray & ray, intersection_data & out) const { point m = ray.get_origin() - origin; point b = point(XMVector3Dot(m, ray.get_direction())); point c = point(XMVector3Dot(m, m)) - std::pow(get_radius(), 2); if (c > 0.f && b > 0.f) return false; float disc = std::pow(b[axis::x], 2) - c[axis::x]; if (disc < 0.f) return false; out.distance = -b[axis::x] - std::sqrt(disc); if (out.distance < 0.f) out.distance = 0.f; out.coordinates = ray.get_origin() + point(out.distance) * float3(ray.get_direction()); return true; }
bool bounding_sphere::intersects(const ray & ray) const { point m = ray.get_origin() - origin; point c = point(XMVector3Dot(m, m)) - std::pow(get_radius(), 2); if (c <= 0.f) return true; point b = XMVector3Dot(m, ray.get_direction()); if (b > 0.f) return false; float disc = std::pow(b[axis::x], 2) - c[axis::x]; return disc >= 0.f; }