// // Copyright (c) 2008-2017 the Urho3D project. // // 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 "../Math/Vector3.h" #include "../Math/Matrix3x4.h" namespace Urho3D { class BoundingBox; class Frustum; class Plane; class Sphere; /// Infinite straight line in three-dimensional space. class URHO3D_API Ray { public: /// Construct a degenerate ray with zero origin and direction. Ray() { } /// Construct from origin and direction. The direction will be normalized. Ray(const Vector3& origin, const Vector3& direction) { Define(origin, 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.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 = 0, Vector3* outBary = 0) 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, unsigned vertexStride, unsigned vertexStart, unsigned vertexCount, Vector3* outNormal = 0, Vector2* outUV = 0, unsigned 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, unsigned vertexStride, const void* indexData, unsigned indexSize, unsigned indexStart, unsigned indexCount, Vector3* outNormal = 0, Vector2* outUV = 0, unsigned uvOffset = 0) const; /// Return whether ray is inside non-indexed geometry. bool InsideGeometry(const void* vertexData, unsigned vertexSize, unsigned vertexStart, unsigned vertexCount) const; /// Return whether ray is inside indexed geometry. bool InsideGeometry(const void* vertexData, unsigned vertexSize, const void* indexData, unsigned indexSize, unsigned indexStart, unsigned 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_; }; }