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This addon contains a c++ class to works with rays in 2D and 3D dimension, and it includes methods to check the intersection with segments, spheres, triangles, planes, ofPrimitive, ofPolyline and ofMesh, wrapping the methods already presents in the glm library, the default math library oin OF.
Download this addon in your addons
folder. Create a new project with the project generator and add as addon ofxRaycaster
.
In your project, add at the top of your ofApp.h
file
#include "ofxRaycaster.h"
To get started using a 2D ray in your project, declare a ray
variable in your ofApp.h
header file:
ofxraycaster::Ray2D ray;
If you want to use a 3D ray, declare the ray like this.
ofxraycaster::Ray ray;
void setup(glm::vec2 origin, glm::vec2 direction)
Set the origin and direction of a ray. For example, for a 2D ray:
ray.setup(glm::vec2(10,5), glm::vec2(1,0));
glm::vec2 getOrigin();
Return the origin of the vector. For example, for the 2D ray previously greated:
ray.getOrigin(); // returns glm::vec2(10,5)
glm::vec2 getDirection();
Return the direction of the vector. For example, for the 2D ray previously greated:
ray.getDirection(); // returns glm::vec2(1,0)
void setOrigin(glm::vec3 origin);
Set the origin of the ray;
void setDirection(glm::vec2 _origin);
Set the direction of the ray;
void draw(float radius = 20.);
Draw a red circle indicating the position and a blue line indicating the direction, useful when debugging. It accepts a parameter to scale the dimension of the line representing the direction.
example-polyline-intersection |
example-segment-intersection |
---|---|
See example example-polyline-intersection
bool intersectsPolyline(const ofPolyline & poly, float & distance, glm::vec2& surfaceNormal);
Check the intersection between a ray and an ofPolyline
. If there is an intersection, it stores in distance
and surfaceNormal
respectively the distance from the origin to the intersection point, and a 2D normal of the segment of the polyline hit by the ray.
ofxraycaster::Ray2D ray;
ofPolyline poly;
glm::vec2 surfaceNormal; // store the intersection value
float distance; // store the intersection value
if (ray.intersectsPolyline(poly, distance, surfaceNormal)) {
glm::vec2 intersection = ray.getOrigin() + ray.getDirection() * distance;
ofDrawLine(ray.getOrigin(), intersection);
}
See example example-segment-intersection
bool intersectsSegment(const glm::vec2 & a, const glm::vec2 & b, float & distance)
Check the intersection between a ray and a segment. If there is an intersection, it stores in the variable distance
the distance from the origin to the intersection point.
ofxraycaster::Ray2D ray;
auto a = glm::vec2(10, 30);
auto b = glm::vec2(50, 50);
// the segment goes from point a to point b
float distance; // store the intersection value
if (ray.intersectsSegment(a, b, distance)) {
glm::vec2 intersection = ray.getOrigin() + ray.getDirection() * distance;
ofDrawLine(ray.getOrigin(), intersection);
}
example-multiple-rays |
example-mesh-intersection |
example-3D |
---|---|---|
Check the intersection between a ray and a triangle. See example-3D
.
bool intersectsTriangle(glm::vec3 const & vert0, glm::vec3 const & vert1, glm::vec3 const & vert2, glm::vec2 & baryPosition, float & distance)
Check the intersection between a ray and a sphere. See example-3D
.
bool intersectsSphere(const glm::vec3 & _center, const float & _radius, glm::vec3& _position, glm::vec3 & _normal)
Check the intersection between a ray and an ofPrimitive
. See example-3D
.
bool intersectsPrimitive(const of3dPrimitive& primitive, glm::vec2 & baricentricCoords, float & distance, glm::vec3 & intNormal)
Check the intersection between a ray and an ofxraycaster::Plane
. See example-3D
.
bool intersectsPlane(ofxraycaster::Plane plane, float & distance);
Check the intersection between a ray and a mesh. See example-mesh-intersection
.
bool intersectsMesh(const ofMesh& mesh, glm::vec2 & baricentricCoords, float & distance, glm::vec3 & intNormal);
Example:
void ofApp::draw(){
cam.begin();
mesh.draw();
ray.draw();
glm::vec2 baricentricCoordinates; // stores the barycentric coordinate of the triangle hit by the ray.
float distance;
glm::vec3 surfaceNormal; // stores the normal of the surface hit by the ray.
bool intersects = ray.intersectsMesh(mesh, baricentricCoordinates, distance, surfaceNormal);
// is there an intersection between the mesh and the ray?
if (intersects) {
auto intersection =
ray.getOrigin() + ray.getDirection() * distance;
// draw the ray hitting the mesh
ofDrawLine(ray.getOrigin(), intersection);
// draw the intersection point
ofDrawSphere(intersection, 5);
// draw the reflected light
auto reflLight = glm::reflect(ray.getDirection(), surfaceNormal);
ofDrawLine(intersection, intersection + 100 * reflLight);
}
cam.end();
}
When a glm::mat4
containing the transformation matrix of the mesh is given as second argument, it takes the transformation into account. See example-mesh-intersection
.
bool intersectsMesh(const ofMesh& mesh, const glm::mat4& transformationMatrix, glm::vec2 & baricentricCoords, float & distance, glm::vec3 & intNormal);
example-mousepicker |
---|
void setFromCamera(const glm::vec2 mouseCoords, const ofCamera camera);
Set the origin and the direction of the ray giving as argument an ofCamera
and the mouse coordinates. See example example-mousepicker
.
void draw(const float radius = 20);
Draw a sphere under the mouse.
Ray& getRay();
Return the 3D ray that goes from the camera towards the mouse.
This addon was used in the following projects:
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