// // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "Vector3.h" class BoundingBox; class Frustum; class Plane; class Sphere; /// Infinite straight line in three-dimensional space. class Ray { public: /// Construct undefined. Ray() { } /// Construct from origin and direction. The direction must be normalized. Ray(const Vector3& origin, const Vector3& direction) : origin_(origin), direction_(direction) { } /// Copy-construct from another ray. Ray(const Ray& ray) : origin_(ray.origin_), direction_(ray.direction_) { } /// Assign from another ray. Ray& operator = (const Ray& rhs) { origin_ = rhs.origin_; direction_ = rhs.direction_; return *this; } /// Check for equality with another ray. bool operator == (const Ray& rhs) const { return origin_ == rhs.origin_ && direction_ == rhs.direction_; } /// Check for inequality with another ray. bool operator != (const Ray& rhs) const { return origin_ != rhs.origin_ || direction_ != rhs.direction_; } /// Define from origin and direction. The direction will be normalized. void Define(const Vector3& origin, const Vector3& direction) { origin_ = origin; direction_ = direction.Normalized(); } /// Project a point on the ray. Vector3 Project(const Vector3& point) const; /// Return distance of a point from the ray float Distance(const Vector3& point) const; /// Return closest point to another ray. Vector3 ClosestPoint(const Ray& ray) const; /// Return hit distance to a plane, or infinity if no hit. float HitDistance(const Plane& plane) const; /// Return hit distance to a bounding box, or infinity if no hit. float HitDistance(const BoundingBox& box) const; /// Return hit distance to a frustum, or infinity if no hit. float HitDistance(const Frustum& frustum) const; /// Return hit distance to a sphere, or infinity if no hit. float HitDistance(const Sphere& sphere) const; /// Return hit distance to a triangle, or infinity if no hit. float HitDistance(const Vector3& v0, const Vector3& v1, const Vector3& v2) const; /// Return hit distance to a triangle mesh defined by vertex and index data, or infinity if no hit. float HitDistance(const void* vertexData, unsigned vertexSize, const void* indexData, unsigned indexSize, unsigned indexStart, unsigned indexCount) const; /// Ray origin. Vector3 origin_; /// Ray direction. Vector3 direction_; };