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docs for new ray functions
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@@ -13,6 +13,8 @@ Table of contents (click to go):
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Functions:
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1. :c:func:`glm_ray_triangle`
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#. :c:func:`glm_ray_sphere`
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#. :c:func:`glm_ray_at`
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Functions documentation
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~~~~~~~~~~~~~~~~~~~~~~~
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@@ -29,3 +31,37 @@ Functions documentation
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| *[in]* **v2** third vertex of triangle
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| *[in, out]* **d** float pointer to save distance to intersection
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| *[out]* **intersection** whether there is intersection
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.. c:function:: bool glm_ray_sphere(vec3 origin, vec3 dir, vec4 s, float * __restrict t1, float * __restrict t2)
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ray sphere intersection
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- t1 > 0, t2 > 0: ray intersects the sphere at t1 and t2 both ahead of the origin
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- t1 < 0, t2 > 0: ray starts inside the sphere, exits at t2
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- t1 < 0, t2 < 0: no intersection ahead of the ray
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- the caller can check if the intersection points (t1 and t2) fall within a
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specific range (for example, tmin < t1, t2 < tmax) to determine if the
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intersections are within a desired segment of the ray
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Parameters:
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| *[in]* **origin** ray origin
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| *[in]* **dir** normalized ray direction
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| *[in]* **s** sphere [center.x, center.y, center.z, radii]
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| *[out]* **t1** near point1 (closer to origin)
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| *[out]* **t2** far point2 (farther from origin)
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Return:
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| whether there is intersection
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.. c:function:: bool glm_ray_at(vec3 orig, vec3 dir, float t, vec3 point)
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point using t by 𝐏(𝑡)=𝐀+𝑡𝐛
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Parameters:
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| *[in]* **origin** ray origin
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| *[in]* **dir** ray direction
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| *[out]* **t** parameter
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| *[out]* **point** point at t
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Return:
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| point at t
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@@ -53,6 +53,8 @@ Functions:
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#. :c:func:`glm_vec2_clamp`
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#. :c:func:`glm_vec2_lerp`
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#. :c:func:`glm_vec2_make`
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#. :c:func:`glm_vec2_reflect`
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#. :c:func:`glm_vec2_refract`
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Functions documentation
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~~~~~~~~~~~~~~~~~~~~~~~
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@@ -394,3 +396,25 @@ Functions documentation
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Parameters:
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| *[in]* **src** pointer to an array of floats
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| *[out]* **dest** destination vector
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.. c:function:: void glm_vec2_reflect(vec2 I, vec2 N, vec2 dest)
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Reflection vector using an incident ray and a surface normal
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Parameters:
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| *[in]* **I** incident vector
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| *[in]* **N** *❗️ normalized ❗️* normal vector
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| *[out]* **dest** destination: reflection result
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.. c:function:: void glm_vec2_refract(vec2 I, vec2 N, float eta, vec2 dest)
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Refraction vector using entering ray, surface normal and refraction index
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If the angle between the entering ray I and the surface normal N is too
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great for a given refraction index, the return value is zero
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Parameters:
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| *[in]* **I** *❗️ normalized ❗️* incident vector
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| *[in]* **N** *❗️ normalized ❗️* normal vector
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| *[in]* **eta** ratio of indices of refraction ( η )
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| *[out]* **dest** destination: refraction result
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@@ -80,6 +80,9 @@ Functions:
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#. :c:func:`glm_vec3_clamp`
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#. :c:func:`glm_vec3_lerp`
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#. :c:func:`glm_vec3_make`
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#. :c:func:`glm_vec3_faceforward`
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#. :c:func:`glm_vec3_reflect`
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#. :c:func:`glm_vec3_refract`
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Functions documentation
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~~~~~~~~~~~~~~~~~~~~~~~
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@@ -512,3 +515,35 @@ Functions documentation
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Parameters:
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| *[in]* **src** pointer to an array of floats
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| *[out]* **dest** destination vector
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.. c:function:: void glm_vec3_faceforward(vec3 N, vec3 I, vec3 Nref, vec3 dest)
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A vector pointing in the same direction as another
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Parameters:
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| *[in]* **N** vector to orient
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| *[in]* **I** incident vector
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| *[in]* **Nref** reference vector
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| *[out]* **dest** destination: oriented vector, pointing away from the surface.
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.. c:function:: void glm_vec3_reflect(vec3 I, vec3 N, vec3 dest)
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Reflection vector using an incident ray and a surface normal
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Parameters:
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| *[in]* **I** incident vector
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| *[in]* **N** *❗️ normalized ❗️* normal vector
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| *[out]* **dest** destination: reflection result
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.. c:function:: void glm_vec3_refract(vec3 I, vec3 N, float eta, vec3 dest)
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Refraction vector using entering ray, surface normal and refraction index
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If the angle between the entering ray I and the surface normal N is too
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great for a given refraction index, the return value is zero
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Parameters:
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| *[in]* **I** *❗️ normalized ❗️* incident vector
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| *[in]* **N** *❗️ normalized ❗️* normal vector
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| *[in]* **eta** ratio of indices of refraction ( η )
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| *[out]* **dest** destination: refraction result
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@@ -60,6 +60,8 @@ Functions:
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#. :c:func:`glm_vec4_lerp`
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#. :c:func:`glm_vec4_cubic`
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#. :c:func:`glm_vec4_make`
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#. :c:func:`glm_vec4_reflect`
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#. :c:func:`glm_vec4_refract`
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Functions documentation
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~~~~~~~~~~~~~~~~~~~~~~~
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@@ -424,3 +426,29 @@ Functions documentation
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Parameters:
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| *[in]* **src** pointer to an array of floats
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| *[out]* **dest** destination vector
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.. c:function:: void glm_vec4_reflect(vec4 I, vec4 N, vec4 dest)
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Reflection vector using an incident ray and a surface normal
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Parameters:
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| *[in]* **I** incident vector
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| *[in]* **N** *❗️ normalized ❗️* normal vector
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| *[out]* **dest** destination: reflection result
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.. c:function:: void glm_vec4_refract(vec4 I, vec4 N, float eta, vec4 dest)
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Refraction vector using entering ray, surface normal and refraction index
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If the angle between the entering ray I and the surface normal N is too
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great for a given refraction index, the return value is zero
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this implementation does not explicitly preserve the 'w' component of the
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incident vector 'I' in the output 'dest', users requiring the preservation of
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the 'w' component should manually adjust 'dest' after calling this function.
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Parameters:
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| *[in]* **I** *❗️ normalized ❗️* incident vector
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| *[in]* **N** *❗️ normalized ❗️* normal vector
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| *[in]* **eta** ratio of indices of refraction ( η )
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| *[out]* **dest** destination: refraction result
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@@ -82,6 +82,13 @@ glm_ray_triangle(vec3 origin,
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/*!
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* @brief ray sphere intersection
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*
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* - t1 > 0, t2 > 0: ray intersects the sphere at t1 and t2 both ahead of the origin
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* - t1 < 0, t2 > 0: ray starts inside the sphere, exits at t2
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* - t1 < 0, t2 < 0: no intersection ahead of the ray
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* - the caller can check if the intersection points (t1 and t2) fall within a
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* specific range (for example, tmin < t1, t2 < tmax) to determine if the
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* intersections are within a desired segment of the ray
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*
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* @param[in] origin ray origin
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* @param[out] dir normalized ray direction
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* @param[in] s sphere [center.x, center.y, center.z, radii]
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@@ -1210,10 +1210,10 @@ glm_vec3_make(const float * __restrict src, vec3 dest) {
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*
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* orients a vector to point away from a surface as defined by its normal
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*
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* @param[in] N vector to orient.
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* @param[in] N vector to orient
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* @param[in] I incident vector
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* @param[in] Nref reference vector
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* @param[out] dest oriented vector, pointing away from the surface.
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* @param[out] dest oriented vector, pointing away from the surface
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*/
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CGLM_INLINE
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void
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