ray-cone-intersection
v1.0.0
Published
calculate the intersection of a ray and a cone in three dimensions
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ray-cone-intersection
The ray-cone intersection detect is widely used by ray-marching to draw 3d cone in shader program. But it also can be useful in 3d software development. So I turn the shader code into javascript.
npm install ray-cone-intersection
Method
intersectCone(cone, ray) => null | {t : number, n : number[]|vec3}
Type
type Cone = {
cosa:number, // the half angle between the axis and the surface
axis:vec3|number[], // a unit vector ^V in the direction of **increasing** radius
height:number, // cone's height
tipPos:vec3|number[], // tip's position
}
type Ray = {
origin:number[]|vec3,
dir::number[]|vec3,
}
the cone at above can be represented as:
const cone:Cone = {
cosa: Math.cos(Math.PI / 6),
axis: [0, -1, 0],
height: 5,
tipPos: [0, 5, 0],
}
return value
{t:number, n:vec3} | null
if there is no intersection, return null, otherwise, an object with the format as { t, n } will be returned. t is the scale factor of the ray, n is the normal vector of the intersected position on the cone.
example
import {
Cone,
intersectCone,
} from 'ray-cone-intersection';
import { vec3 } from 'gl-matrix';
const cone:Cone = {
cosa: Math.cos(Math.PI / 6),
axis: [0, -1, 0],
height: 5,
tipPos: [0, 5, 0],
}
const ray = {
origin: [10, 2.5, 0],
dir: [-1, 0, 0],
};
const result = intersectCone(cone, ray);
if (result) {
const hitPosition = vec3.scaleAndAdd(vec3.create(), ray.origin, ray.dir, result.t);
const normal = result.n;
}