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73
util/ray3.hpp
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73
util/ray3.hpp
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#ifndef RAY3_HPP
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#define RAY3_HPP
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#include "Vec3.hpp"
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class Ray3 {
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public:
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Vec3 origin;
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Vec3 direction;
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Ray3() : origin(Vec3()), direction(Vec3(1, 0, 0)) {}
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Ray3(const Vec3& origin, const Vec3& direction)
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: origin(origin), direction(direction.normalized()) {}
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// Get point at parameter t along the ray
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Vec3 at(float t) const {
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return origin + direction * t;
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}
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// Reflect ray off a surface with given normal
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Ray3 reflect(const Vec3& point, const Vec3& normal) const {
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Vec3 reflectedDir = direction.reflect(normal);
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return Ray3(point, reflectedDir);
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}
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// Check if ray intersects with a sphere
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bool intersectsSphere(const Vec3& center, float radius, float& t1, float& t2) const {
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Vec3 oc = origin - center;
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float a = direction.dot(direction);
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float b = 2.0f * oc.dot(direction);
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float c = oc.dot(oc) - radius * radius;
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float discriminant = b * b - 4 * a * c;
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if (discriminant < 0) {
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return false;
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}
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discriminant = std::sqrt(discriminant);
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t1 = (-b - discriminant) / (2.0f * a);
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t2 = (-b + discriminant) / (2.0f * a);
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return true;
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}
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// Check if ray intersects with a plane (defined by point and normal)
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bool intersectsPlane(const Vec3& planePoint, const Vec3& planeNormal, float& t) const {
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float denom = planeNormal.dot(direction);
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if (std::abs(denom) < 1e-10f) {
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return false; // Ray is parallel to plane
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}
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t = planeNormal.dot(planePoint - origin) / denom;
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return t >= 0;
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}
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// Get the distance from a point to this ray
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float distanceToPoint(const Vec3& point) const {
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Vec3 pointToOrigin = point - origin;
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Vec3 crossProduct = direction.cross(pointToOrigin);
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return crossProduct.length() / direction.length();
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}
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// Transform ray by a 4x4 matrix (for perspective/affine transformations)
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Ray3 transform(const class Mat4& matrix) const;
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std::string toString() const {
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return "Ray3(origin: " + origin.toString() + ", direction: " + direction.toString() + ")";
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}
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};
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#endif
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