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stupidsimcpp/util/ray3.hpp
Yggdrasil75 5a0d81134e init
2025-11-05 11:56:56 -05:00

73 lines
2.2 KiB
C++

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