--- /dev/null
+/*
+This file is part of the n3dmath2 library.
+
+Copyright (c) 2004, 2005 John Tsiombikas <nuclear@siggraph.org>
+
+The n3dmath2 library is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+The n3dmath2 library is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with the n3dmath2 library; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+*/
+
+#ifndef _N3DMATH2_QDR_HPP_
+#define _N3DMATH2_QDR_HPP_
+
+#include "n3dmath2.hpp"
+
+/* used to store intersections of a ray on the surface
+ * of a quadratic object
+ */
+struct SurfPoint {
+ Vector3 pos, normal; // position and normal of surface at this position
+ scalar_t t; // parametric distance of intersection along ray
+ scalar_t pre_ior, post_ior; // obviously these come handy with raytracing
+};
+
+// Abstract base class for surfaces
+class Surface {
+protected:
+ Vector3 pos;
+ Quaternion rot;
+
+public:
+ Surface(const Vector3 &pos=Vector3(0,0,0));
+ virtual ~Surface();
+
+ virtual void set_position(const Vector3 &pos);
+ virtual Vector3 get_position() const;
+
+ virtual void set_rotation(const Quaternion &rot);
+ virtual Quaternion get_rotation() const;
+
+ virtual Vector2 inv_map(const Vector3 &pt) const = 0;
+
+ virtual bool check_intersection(const Ray &ray) const = 0;
+ virtual bool find_intersection(const Ray &ray, SurfPoint *isect) const = 0;
+};
+
+// sphere (x² + y² + z² = r²)
+class Sphere : public Surface {
+protected:
+ scalar_t radius;
+
+public:
+ Sphere(const Vector3 &pos=Vector3(0,0,0), scalar_t rad=1.0);
+ virtual ~Sphere();
+
+ virtual void set_radius(scalar_t rad);
+ virtual scalar_t get_radius() const;
+
+ virtual Vector2 inv_map(const Vector3 &pt) const;
+
+ virtual bool check_intersection(const Ray &ray) const;
+ virtual bool find_intersection(const Ray &ray, SurfPoint *isect) const;
+};
+
+// plane (ax + by + cz + d = 0)
+class Plane : public Surface {
+protected:
+ Vector3 normal;
+
+public:
+ Plane(const Vector3 &pos=Vector3(0,0,0), const Vector3 &normal=Vector3(0,0,-1));
+ Plane(const Vector3 &p1, const Vector3 &p2, const Vector3 &p3);
+ virtual ~Plane();
+
+ virtual void set_normal(const Vector3 &normal);
+ virtual Vector3 get_normal() const;
+
+ virtual Vector2 inv_map(const Vector3 &pt) const;
+
+ virtual bool check_intersection(const Ray &ray) const;
+ virtual bool find_intersection(const Ray &ray, SurfPoint *isect) const;
+};
+
+class Box : public Surface {
+protected:
+ Vector3 verts[8];
+
+public:
+ Box(const Vector3 &min_vec = Vector3(-1,-1,-1), const Vector3 &max_vec = Vector3(1,1,1));
+ Box(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2, const Vector3 &v3,
+ const Vector3 &v4, const Vector3 &v5, const Vector3 &v6, const Vector3 &v7);
+ Box(const Vector3 *array);
+
+ virtual Vector2 inv_map(const Vector3 &pt) const;
+
+ virtual bool check_intersection(const Ray &ray) const;
+ virtual bool find_intersection(const Ray &ray, SurfPoint *isect) const;
+};
+
+// utility functions
+bool point_over_plane(const Plane &plane, const Vector3 &point);
+bool check_tri_ray_intersection(const Vector3 &v1, const Vector3 &v2, const Vector3 &v3, const Ray &ray);
+
+#endif // _N3DMATH2_QDR_HPP_