#ifndef _RAY_RENDER_OBJECT_PLANE_H #define _RAY_RENDER_OBJECT_PLANE_H #include "ray_3f.h" #include "ray_camera.h" #include "ray_object_plane.h" #include "ray_object_type.h" #include "ray_ray.h" #include "ray_surface.h" typedef struct ray_render_object_plane_t { ray_object_plane_t object; float primary_dot_plus; } ray_render_object_plane_t; static ray_render_object_plane_t ray_render_object_plane_prepare(const ray_object_plane_t *plane, const ray_camera_t *camera) { ray_render_object_plane_t prepared = { .object = *plane }; prepared.primary_dot_plus = ray_3f_dot(&plane->normal, &camera->position) + plane->distance; return prepared; } static inline int ray_render_object_plane_intersects_ray(ray_render_object_plane_t *plane, unsigned depth, ray_ray_t *ray, float *res_distance) { float d = ray_3f_dot(&plane->object.normal, &ray->direction); if (d < 0.0f) { float distance = plane->primary_dot_plus; if (depth) distance = (ray_3f_dot(&plane->object.normal, &ray->origin) + plane->object.distance); distance /= -d; if (distance > 0.0f) { *res_distance = distance; return 1; } } return 0; } static inline ray_3f_t ray_render_object_plane_normal(ray_render_object_plane_t *plane, ray_3f_t *point) { return plane->object.normal; } static inline ray_surface_t ray_render_object_plane_surface(ray_render_object_plane_t *plane, ray_3f_t *point) { return plane->object.surface; } #endif