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- //
- // 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"
- /// 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) :
- 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.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 origin_;
- /// Ray direction
- Vector3 direction_;
- };
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