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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MATH_RAY_H
#define MATH_RAY_H
#include "math/aabb.h"
#include "math/matrix4.h"
#include "math/quat.h"
#include "math/vector3d.h"
namespace Math {
/**
* A three dimensional half-line
*/
class Ray {
public:
Ray();
Ray(const Vector3d &origin, const Vector3d &direction);
Vector3d& getOrigin() { return _origin; }
Vector3d getOrigin() const { return _origin; }
Vector3d& getDirection() { return _direction; }
Vector3d getDirection() const { return _direction; }
/**
* Apply a transformation to the ray
*/
void transform(const Matrix4 &matrix);
/**
* Rotate the ray using a quaternion - rotates both origin and direction
*/
void rotate(const Quaternion &rot);
/**
* Rotate the ray direction only using a quaternion - origin stays fixed
*/
void rotateDirection(const Quaternion &rot);
/**
* Translate the ray by a vector
*/
void translate(const Vector3d &v);
/**
* Test the intersection of the ray with an Axis Aligned Bounding Box
*/
bool intersectAABB(const AABB &aabb) const;
/**
* Test and return the intersection of the ray with a triangle defned by 3 verticies
*
* @param v0 first triangle vertex
* @param v1 second triangle vertex
* @param v2 third triangle vertex
* @param loc If return is true, set to the intersection point
* @param dist If return is true, set to distance along the ray (relative to direction)
*/
bool intersectTriangle(const Vector3d &v0, const Vector3d &v1, const Vector3d &v2, Vector3d &loc, float &dist) const;
private:
Vector3d _origin;
Vector3d _direction;
};
} // end of namespace Math
#endif
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