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Cone.cpp
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#include "Cone.h"
#include <math.h>
float Cone::intersect(glm::vec3 pos, glm::vec3 dir)
{
float a = pos.x - middle.x;
float b = pos.z - middle.z;
float c = height - pos.y + middle.y;
float tan = (rad/height)*(rad/height);
float a2 = (dir.x * dir.x) + (dir.z * dir.z) - (tan*(dir.y * dir.y));
float b2 = (2*a*dir.x) + (2*b*dir.z) + (2*tan*c*dir.y);
float c2 = (a*a) + (b*b) - (tan*(c*c));
float delta = b2*b2 - 4*(a2*c2);
if (delta < 0.0 || fabs(delta) < 0.001) {
return -1;
}
float t1 = (-b2 - sqrt(delta))/(2*a2);
float t2 = (-b2 + sqrt(delta))/(2*a2);
float t = 0;
if (t1 <= t2) {
t = t1;
}
else {
t = t2;
}
float r = pos.y + t*dir.y;
if ((r > middle.y) && (r < middle.y + height)) {
return t;
}
else {
return -1;
}
}
glm::vec3 Cone::normal(glm::vec3 p) {
float r = sqrt((p.x - middle.x) * (p.x - middle.x) + (p.z - middle.z)*(p.z - middle.z));
glm::vec3 n = glm::vec3(p.x - middle.x, r*(rad/height), p.z-middle.z);
n = glm::normalize(n);
return n;
}