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- #ifndef RAY_H_
- #define RAY_H_
- #include "Vector3.h"
- namespace gameplay
- {
- class Frustum;
- class Plane;
- class BoundingSphere;
- class BoundingBox;
- /**
- * Defines a 3-dimensional ray.
- *
- * This class guarantees that its direction vector is always normalized.
- */
- class Ray
- {
- public:
- /**
- * Represents when a 3D entity does not intersect a ray.
- */
- static const int INTERSECTS_NONE = -1;
- /**
- * Constructs a new ray initialized to origin(0,0,0) and direction(0,0,1).
- */
- Ray();
- /**
- * Constructs a new ray initialized to the specified values.
- *
- * @param origin The ray's origin.
- * @param direction The ray's direction.
- */
- Ray(const Vector3& origin, const Vector3& direction);
- /**
- * Constructs a new ray initialized to the specified values.
- *
- * @param originX The x coordinate of the origin.
- * @param originY The y coordinate of the origin.
- * @param originZ The z coordinate of the origin.
- * @param dirX The x coordinate of the direction.
- * @param dirY The y coordinate of the direction.
- * @param dirZ The z coordinate of the direction.
- */
- Ray(float originX, float originY, float originZ, float dirX, float dirY, float dirZ);
- /**
- * Constructs a new ray from the given ray.
- *
- * @param copy The ray to copy.
- */
- Ray(const Ray& copy);
- /**
- * Destructor.
- */
- ~Ray();
- /**
- * Gets the ray's origin.
- *
- * @return The ray's origin.
- */
- const Vector3& getOrigin() const;
- /**
- * Sets the ray's origin to the given point.
- *
- * @param origin The new origin.
- */
- void setOrigin(const Vector3& origin);
- /**
- * Sets the ray's origin.
- *
- * @param x The x coordinate of the origin.
- * @param y The y coordinate of the origin.
- * @param z The z coordinate of the origin.
- */
- void setOrigin(float x, float y, float z);
- /**
- * Gets the ray's direction.
- *
- * @return The ray's direction.
- */
- const Vector3& getDirection() const;
- /**
- * Sets the ray's direction to the given vector.
- *
- * @param direction The new direction vector.
- */
- void setDirection(const Vector3& direction);
- /**
- * Sets the ray's direction.
- *
- * @param x The x coordinate of the direction.
- * @param y The y coordinate of the direction.
- * @param z The z coordinate of the direction.
- */
- void setDirection(float x, float y, float z);
- /**
- * Tests whether this ray intersects the specified bounding sphere.
- *
- * @param sphere The bounding sphere to test intersection with.
- *
- * @return The distance from the origin of this ray to the bounding object or
- * INTERSECTS_NONE if this ray does not intersect the bounding object.
- */
- float intersects(const BoundingSphere& sphere) const;
- /**
- * Tests whether this ray intersects the specified bounding box.
- *
- * @param box The bounding box to test intersection with.
- *
- * @return The distance from the origin of this ray to the bounding object or
- * INTERSECTS_NONE if this ray does not intersect the bounding object.
- */
- float intersects(const BoundingBox& box) const;
- /**
- * Tests whether this ray intersects the specified frustum.
- *
- * @param frustum The frustum to test intersection with.
- *
- * @return The distance from the origin of this ray to the frustum or
- * INTERSECTS_NONE if this ray does not intersect the frustum.
- */
- float intersects(const Frustum& frustum) const;
- /**
- * Tests whether this ray intersects the specified plane and returns the distance
- * from the origin of the ray to the plane.
- *
- * @param plane The plane to test intersection with.
- *
- * @return The distance from the origin of this ray to the plane or
- * INTERSECTS_NONE if this ray does not intersect the plane.
- */
- float intersects(const Plane& plane) const;
- /**
- * Sets this ray to the specified values.
- *
- * @param origin The ray's origin.
- * @param direction The ray's direction.
- */
- void set(const Vector3& origin, const Vector3& direction);
- /**
- * Sets this ray to the given ray.
- *
- * @param ray The ray to copy.
- */
- void set(const Ray& ray);
- /**
- * Transforms this ray by the given transformation matrix.
- *
- * @param matrix The transformation matrix to transform by.
- */
- void transform(const Matrix& matrix);
- /**
- * Transforms this ray by the given matrix.
- *
- * @param matrix The matrix to transform by.
- * @return This ray, after the transformation occurs.
- */
- inline Ray& operator*=(const Matrix& matrix);
- private:
- /**
- * Normalizes the ray.
- */
- void normalize();
- Vector3 _origin; // The ray origin position.
- Vector3 _direction; // The ray direction vector.
- };
- /**
- * Transforms the given ray by the given matrix.
- *
- * @param matrix The matrix to transform by.
- * @param ray The ray to transform.
- * @return The resulting transformed ray.
- */
- inline const Ray operator*(const Matrix& matrix, const Ray& ray);
- }
- #include "Ray.inl"
- #endif
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