/* 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 . * */ #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