#include "disk.hpp" using glm::dot; bool Disk::intersect(Ray & r, float & t) const { float _t; vec3 i_pos, i_vec; if (Plane::intersect(r, _t)) { i_pos = r.m_origin + (_t * r.m_direction); i_vec = i_pos - m_point; t = _t; return dot(i_vec, i_vec) <= (m_radius * m_radius); } return false; }