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ViewDesignEngine/include/vde/collision/ray_intersect.h
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2026-07-23 12:36:39 +00:00

72 lines
2.2 KiB
C++

#pragma once
#include "vde/core/point.h"
#include "vde/core/line.h"
#include "vde/core/triangle.h"
#include "vde/core/aabb.h"
#include <optional>
#include <vector>
namespace vde::collision {
using core::Point3D;
using core::Vector3D;
using core::Triangle3D;
using core::Ray3Dd;
using core::AABB3D;
struct RayTriResult {
double t;
double u, v;
Point3D point;
};
// Ray-Triangle (Möller-Trumbore)
std::optional<RayTriResult> ray_triangle_intersect(
const Point3D& origin, const Vector3D& dir, const Triangle3D& tri);
inline std::optional<RayTriResult> ray_triangle_intersect(
const Ray3Dd& ray, const Triangle3D& tri) {
return ray_triangle_intersect(ray.origin(), ray.direction(), tri);
}
// Ray-AABB (slab method). Returns true if hit, with t interval.
bool ray_aabb_intersect(const Ray3Dd& ray, const AABB3D& box,
double& tmin_out, double& tmax_out);
// Ray-Sphere
struct RaySphereResult {
double t;
Point3D point;
};
std::optional<RaySphereResult> ray_sphere_intersect(
const Point3D& origin, const Vector3D& dir,
const Point3D& center, double radius);
inline std::optional<RaySphereResult> ray_sphere_intersect(
const Ray3Dd& ray, const Point3D& center, double radius) {
return ray_sphere_intersect(ray.origin(), ray.direction(), center, radius);
}
// Ray-Plane (returns t value)
std::optional<double> ray_plane_intersect(
const Point3D& origin, const Vector3D& dir,
const Point3D& plane_point, const Vector3D& plane_normal);
inline std::optional<double> ray_plane_intersect(
const Ray3Dd& ray, const Point3D& plane_point,
const Vector3D& plane_normal) {
return ray_plane_intersect(ray.origin(), ray.direction(),
plane_point, plane_normal);
}
// Ray-Mesh — traverse all triangles, return closest hit
std::optional<RayTriResult> ray_mesh_intersect(
const Point3D& origin, const Vector3D& dir,
const std::vector<Triangle3D>& triangles);
inline std::optional<RayTriResult> ray_mesh_intersect(
const Ray3Dd& ray, const std::vector<Triangle3D>& triangles) {
return ray_mesh_intersect(ray.origin(), ray.direction(), triangles);
}
} // namespace vde::collision