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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #pragma once
- #include "../Math/Vector3.h"
- #include "../Math/Matrix3x4.h"
- namespace Urho3D
- {
- class BoundingBox;
- class Frustum;
- class Plane;
- class Sphere;
- /// Infinite straight line in three-dimensional space.
- /// @allfloats
- class URHO3D_API Ray
- {
- public:
- /// Construct a degenerate ray with zero origin and direction.
- Ray() noexcept = default;
- /// Construct from origin and direction. The direction will be normalized.
- Ray(const Vector3& origin, const Vector3& direction) noexcept
- {
- Define(origin, direction);
- }
- /// Copy-construct from another ray.
- Ray(const Ray& ray) noexcept = default;
- /// Assign from another ray.
- Ray& operator =(const Ray& rhs) noexcept = default;
- /// 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
- {
- Vector3 offset = point - origin_;
- return origin_ + offset.DotProduct(direction_) * direction_;
- }
- /// Return distance of a point from the ray.
- float Distance(const Vector3& point) const
- {
- Vector3 projected = Project(point);
- return (point - projected).Length();
- }
- /// 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. If solidInside parameter is true (default) rays originating from inside return zero distance, otherwise the distance to the closest plane.
- float HitDistance(const Frustum& frustum, bool solidInside = true) 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. Optionally return hit normal and hit barycentric coordinate at intersect point.
- float HitDistance(const Vector3& v0, const Vector3& v1, const Vector3& v2, Vector3* outNormal = nullptr, Vector3* outBary = nullptr) const;
- /// Return hit distance to non-indexed geometry data, or infinity if no hit. Optionally return hit normal and hit uv coordinates at intersect point.
- float HitDistance
- (const void* vertexData, i32 vertexStride, i32 vertexStart, i32 vertexCount, Vector3* outNormal = nullptr,
- Vector2* outUV = nullptr, i32 uvOffset = 0) const;
- /// Return hit distance to indexed geometry data, or infinity if no hit. Optionally return hit normal and hit uv coordinates at intersect point.
- float HitDistance(const void* vertexData, i32 vertexStride, const void* indexData, i32 indexSize, i32 indexStart,
- i32 indexCount, Vector3* outNormal = nullptr, Vector2* outUV = nullptr, i32 uvOffset = 0) const;
- /// Return whether ray is inside non-indexed geometry.
- bool InsideGeometry(const void* vertexData, i32 vertexSize, i32 vertexStart, i32 vertexCount) const;
- /// Return whether ray is inside indexed geometry.
- bool InsideGeometry(const void* vertexData, i32 vertexSize, const void* indexData, i32 indexSize, i32 indexStart,
- i32 indexCount) const;
- /// Return transformed by a 3x4 matrix. This may result in a non-normalized direction.
- Ray Transformed(const Matrix3x4& transform) const;
- /// Ray origin.
- Vector3 origin_;
- /// Ray direction.
- Vector3 direction_;
- };
- }
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