/////////////////////////////////////////////////////////////////////////////////// /// 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 /// /// 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 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 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 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 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 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