| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091 |
- //
- // 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();
- }
-
- //! 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
|