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///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///
/// @ref gtx_intersect
/// @file glm/gtx/intersect.hpp
/// @date 2007-04-03 / 2011-06-07
/// @author Christophe Riccio
///
/// @see core (dependence)
/// @see gtx_closest_point (dependence)
///
/// @defgroup gtx_intersect GLM_GTX_intersect
/// @ingroup gtx
///
/// @brief Add intersection functions
///
/// <glm/gtx/intersect.hpp> need to be included to use these functionalities.
///////////////////////////////////////////////////////////////////////////////////
#ifndef GLM_GTX_intersect
#define GLM_GTX_intersect GLM_VERSION
// Dependency:
#include "../glm.hpp"
#include "../gtx/closest_point.hpp"
#if(defined(GLM_MESSAGES) && !defined(glm_ext))
# pragma message("GLM: GLM_GTX_closest_point extension included")
#endif
namespace glm
{
/// @addtogroup gtx_intersect
/// @{
//! Compute the intersection of a ray and a triangle.
//! From GLM_GTX_intersect extension.
template <typename genType>
bool intersectRayTriangle(
genType const & orig, genType const & dir,
genType const & vert0, genType const & vert1, genType const & vert2,
genType & baryPosition);
//! Compute the intersection of a line and a triangle.
//! From GLM_GTX_intersect extension.
template <typename genType>
bool intersectLineTriangle(
genType const & orig, genType const & dir,
genType const & vert0, genType const & vert1, genType const & vert2,
genType & position);
//! Compute the intersection distance of a ray and a sphere.
//! The ray direction vector is unit length.
//! From GLM_GTX_intersect extension.
template <typename genType>
bool intersectRaySphere(
genType const & rayStarting, genType const & rayNormalizedDirection,
genType const & sphereCenter, const typename genType::value_type sphereRadiusSquered,
typename genType::value_type & intersectionDistance);
//! Compute the intersection of a ray and a sphere.
//! From GLM_GTX_intersect extension.
template <typename genType>
bool intersectRaySphere(
genType const & rayStarting, genType const & rayNormalizedDirection,
genType const & sphereCenter, const typename genType::value_type sphereRadius,
genType & intersectionPosition, genType & intersectionNormal);
//! Compute the intersection of a line and a sphere.
//! From GLM_GTX_intersect extension
template <typename genType>
bool intersectLineSphere(
genType const & point0, genType const & point1,
genType const & sphereCenter, typename genType::value_type sphereRadius,
genType & intersectionPosition1, genType & intersectionNormal1,
genType & intersectionPosition2 = genType(), genType & intersectionNormal2 = genType());
/// @}
}//namespace glm
#include "intersect.inl"
#endif//GLM_GTX_intersect