feat: implements ray
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/*
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# ______ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2020-2022, tyra - https://github.com/h4570/tyra
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# Licenced under Apache License 2.0
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# Wellinator Carvalho <wellcoj@gmail.com>
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*/
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#include "physics/ray.hpp"
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#include <tamtypes.h>
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#include <math.h>
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#include <algorithm>
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namespace Tyra {
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Ray::Ray() {}
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Ray::Ray(Vec4* origin, Vec4* direction) {
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this->origin.set(origin->x, origin->y, origin->z);
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this->direction.set(direction->x, direction->y, direction->z);
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}
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Ray::~Ray() {}
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void Ray::set(Vec4 origin, Vec4 direction) {
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this->origin.set(origin);
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this->direction.set(direction);
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}
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void Ray::setOrigin(Vec4 origin) { this->origin.set(origin); }
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void Ray::setOrigin(const float& t_x, const float& t_y, const float& t_z) {
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this->origin.set(t_x, t_y, t_z);
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}
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void Ray::setDirection(Vec4 direction) { this->direction.set(direction); }
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void Ray::setDirection(const float& t_x, const float& t_y, const float& t_z) {
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this->direction.set(t_x, t_y, t_z);
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}
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float Ray::distanceToPoint(Vec4 point) { return origin.distanceTo(point); }
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Vec4 Ray::at(float t) { return (this->direction * t) + this->origin; }
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u8 Ray::intersectBox(Vec4* minCorner, Vec4* maxCorner, float& distance) {
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float tmin, tmax, tymin, tymax, tzmin, tzmax;
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Vec4 invDir = this->invDir();
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invDir.normalize();
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tmin = (minCorner->x - this->origin.x) * invDir.x;
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tmax = (maxCorner->x - this->origin.x) * invDir.x;
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tymin = (minCorner->y - this->origin.y) * invDir.y;
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tymax = (maxCorner->y - this->origin.y) * invDir.y;
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if ((tmin > tymax) || (tymin > tmax)) {
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distance = -1.0f;
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return 0;
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}
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if (tymin > tmin) tmin = tymin;
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if (tymax < tmax) tmax = tymax;
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tzmin = (minCorner->z - this->origin.z) * invDir.z;
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tzmax = (maxCorner->z - this->origin.z) * invDir.z;
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if ((tmin > tzmax) || (tzmin > tmax)) {
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distance = -1.0f;
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return 0;
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}
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if (tzmin > tmin) tmin = tzmin;
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if (tzmax < tmax) tmax = tzmax;
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if (tmax < 0) {
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distance = -1.0f;
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return 0;
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}
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distance = tmin >= 0 ? tmin : tmax;
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return 1;
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}
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Vec4 Ray::invDir() {
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return Vec4(1 / this->direction.x, 1 / this->direction.y,
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1 / this->direction.z);
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}
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} // Namespace Tyra
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