// // 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. // #ifndef MATH_RAY_H #define MATH_RAY_H #include "Vector3.h" //! An infinite straight line in three-dimensional space class Ray { public: //! Construct an undefined ray Ray() { } //! Construct from origin and direction. The direction must be normalized Ray(const Vector3& origin, const Vector3& direction) : mOrigin(origin), mDirection(direction) { } //! Copy-construct from another ray Ray(const Ray& ray) : mOrigin(ray.mOrigin), mDirection(ray.mDirection) { } //! Assign from another ray Ray& operator = (const Ray& rhs) { mOrigin = rhs.mOrigin; mDirection = rhs.mDirection; return *this; } //! Check for equality with another ray bool operator == (const Ray& rhs) const { return (mOrigin == rhs.mOrigin) && (mDirection == rhs.mDirection); } //! Check for inequality with another ray bool operator != (const Ray& rhs) const { return (mOrigin != rhs.mOrigin) || (mDirection != rhs.mDirection); } //! Define from origin and direction. The direction will be normalized void define(const Vector3& origin, const Vector3& direction) { mOrigin = origin; mDirection = direction.getNormalized(); } //! Project a point on the ray Vector3 project(const Vector3& point) const; //! Return minimum distance to a triangle, or infinity if no hit float getDistance(const Vector3& v0, const Vector3& v1, const Vector3& v2) const; //! Return minimum distance to a triangle mesh defined by vertex and index data float getDistance(const void* vertexData, unsigned vertexSize, const void* indexData, unsigned indexSize, unsigned indexStart, unsigned indexCount) const; //! Ray origin Vector3 mOrigin; //! Ray direction Vector3 mDirection; }; #endif // MATH_RAY_H