intersect.hpp
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#pragma once
// Dependency:
#include <cfloat>
#include <limits>
#include "../glm.hpp"
#include "../geometric.hpp"
#include "../gtx/closest_point.hpp"
#include "../gtx/vector_query.hpp"
#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
# ifndef GLM_ENABLE_EXPERIMENTAL
# pragma message("GLM: GLM_GTX_closest_point is an experimental extension and may change in the future. Use #define GLM_ENABLE_EXPERIMENTAL before including it, if you really want to use it.")
# else
# pragma message("GLM: GLM_GTX_closest_point extension included")
# endif
#endif
namespace glm
{
template<typename genType>
GLM_FUNC_DECL bool intersectRayPlane(
genType const& orig, genType const& dir,
genType const& planeOrig, genType const& planeNormal,
typename genType::value_type & intersectionDistance);
template<typename T, qualifier Q>
GLM_FUNC_DECL bool intersectRayTriangle(
vec<3, T, Q> const& orig, vec<3, T, Q> const& dir,
vec<3, T, Q> const& v0, vec<3, T, Q> const& v1, vec<3, T, Q> const& v2,
vec<2, T, Q>& baryPosition, T& distance);
template<typename genType>
GLM_FUNC_DECL bool intersectLineTriangle(
genType const& orig, genType const& dir,
genType const& vert0, genType const& vert1, genType const& vert2,
genType & position);
template<typename genType>
GLM_FUNC_DECL bool intersectRaySphere(
genType const& rayStarting, genType const& rayNormalizedDirection,
genType const& sphereCenter, typename genType::value_type const sphereRadiusSquared,
typename genType::value_type & intersectionDistance);
template<typename genType>
GLM_FUNC_DECL bool intersectRaySphere(
genType const& rayStarting, genType const& rayNormalizedDirection,
genType const& sphereCenter, const typename genType::value_type sphereRadius,
genType & intersectionPosition, genType & intersectionNormal);
template<typename genType>
GLM_FUNC_DECL 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"
glm::intersectRayTriangle
GLM_FUNC_DECL bool intersectRayTriangle(vec< 3, T, Q > const &orig, vec< 3, T, Q > const &dir, vec< 3, T, Q > const &v0, vec< 3, T, Q > const &v1, vec< 3, T, Q > const &v2, vec< 2, T, Q > &baryPosition, T &distance)
Compute the intersection of a ray and a triangle.
glm::intersectRaySphere
GLM_FUNC_DECL 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 ray and a sphere.
glm::intersectRayPlane
GLM_FUNC_DECL bool intersectRayPlane(genType const &orig, genType const &dir, genType const &planeOrig, genType const &planeNormal, typename genType::value_type &intersectionDistance)
Compute the intersection of a ray and a plane.
glm::intersectLineTriangle
GLM_FUNC_DECL bool intersectLineTriangle(genType const &orig, genType const &dir, genType const &vert0, genType const &vert1, genType const &vert2, genType &position)
Compute the intersection of a line and a triangle.
glm::intersectLineSphere
GLM_FUNC_DECL 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())
Compute the intersection of a line and a sphere.
glm::distance
GLM_FUNC_DECL T distance(vec< L, T, Q > const &p0, vec< L, T, Q > const &p1)
Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
glm
Definition: common.hpp:20