feat: implements ray

This commit is contained in:
Wellinator
2022-07-18 16:11:18 -03:00
parent 2797d71618
commit f651ec76ac
2 changed files with 190 additions and 0 deletions
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/*
# ______ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2020-2022, tyra - https://github.com/h4570/tyra
# Licenced under Apache License 2.0
# Wellinator Carvalho <wellcoj@gmail.com>
*/
#include "physics/ray.hpp"
#include <tamtypes.h>
#include <math.h>
#include <algorithm>
namespace Tyra {
Ray::Ray() {}
Ray::Ray(Vec4* origin, Vec4* direction) {
this->origin.set(origin->x, origin->y, origin->z);
this->direction.set(direction->x, direction->y, direction->z);
}
Ray::~Ray() {}
void Ray::set(Vec4 origin, Vec4 direction) {
this->origin.set(origin);
this->direction.set(direction);
}
void Ray::setOrigin(Vec4 origin) { this->origin.set(origin); }
void Ray::setOrigin(const float& t_x, const float& t_y, const float& t_z) {
this->origin.set(t_x, t_y, t_z);
}
void Ray::setDirection(Vec4 direction) { this->direction.set(direction); }
void Ray::setDirection(const float& t_x, const float& t_y, const float& t_z) {
this->direction.set(t_x, t_y, t_z);
}
float Ray::distanceToPoint(Vec4 point) { return origin.distanceTo(point); }
Vec4 Ray::at(float t) { return (this->direction * t) + this->origin; }
u8 Ray::intersectBox(Vec4* minCorner, Vec4* maxCorner, float& distance) {
float tmin, tmax, tymin, tymax, tzmin, tzmax;
Vec4 invDir = this->invDir();
invDir.normalize();
tmin = (minCorner->x - this->origin.x) * invDir.x;
tmax = (maxCorner->x - this->origin.x) * invDir.x;
tymin = (minCorner->y - this->origin.y) * invDir.y;
tymax = (maxCorner->y - this->origin.y) * invDir.y;
if ((tmin > tymax) || (tymin > tmax)) {
distance = -1.0f;
return 0;
}
if (tymin > tmin) tmin = tymin;
if (tymax < tmax) tmax = tymax;
tzmin = (minCorner->z - this->origin.z) * invDir.z;
tzmax = (maxCorner->z - this->origin.z) * invDir.z;
if ((tmin > tzmax) || (tzmin > tmax)) {
distance = -1.0f;
return 0;
}
if (tzmin > tmin) tmin = tzmin;
if (tzmax < tmax) tmax = tzmax;
if (tmax < 0) {
distance = -1.0f;
return 0;
}
distance = tmin >= 0 ? tmin : tmax;
return 1;
}
Vec4 Ray::invDir() {
return Vec4(1 / this->direction.x, 1 / this->direction.y,
1 / this->direction.z);
}
} // Namespace Tyra