glm::dvec3 &normal,
double &depth) noexcept;
+
class Ray {
public:
glm::dvec3 &normal,
double &dist) noexcept;
+
+struct Sphere {
+
+ glm::dvec3 origin;
+ double radius;
+
+};
+
+/// matrix may scale, but only uniformly
+inline Sphere operator *(const glm::dmat4 &m, const Sphere &s) noexcept {
+ glm::dvec4 o(m * glm::dvec4(s.origin, 1.0));
+ glm::dvec4 p(m * glm::dvec4(s.origin + glm::dvec3(s.radius, 0.0, 0.0), 1.0));
+ return Sphere{glm::dvec3(o) / o.w, glm::length((glm::dvec3(p) / p.w) - (glm::dvec3(o) / o.w))};
+}
+
+inline std::ostream &operator <<(std::ostream &out, const Sphere &s) {
+ return out << "Sphere(" << s.origin << ", " << s.radius << ")";
+}
+
+/// oriented ray/sphere intersection test
+bool Intersect(
+ const Ray &,
+ const Sphere &,
+ glm::dvec3 &normal,
+ double &dist) noexcept;
+
}
}