Ray casting with spheres.
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19
ray.hpp
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19
ray.hpp
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#pragma once
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#ifndef RAY_HPP
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#define RAY_HPP
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#include <glm/vec3.hpp>
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using glm::vec3;
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class Ray {
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public:
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vec3 m_direction;
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vec3 m_origin;
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Ray(): m_direction(vec3(0.0f, 0.0f, -1.0f)), m_origin(vec3(0.0f)) { }
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Ray(float dx, float dy, float dz, float ox, float oy, float oz): m_direction(vec3(dx, dy, dz)), m_origin(vec3(ox, oy, oz)) {}
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Ray(vec3 _d, vec3 _o): m_direction(_d), m_origin(_o) { }
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};
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#endif
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