00001 /* 00002 Copyright (c) 2010, The Barbarian Group 00003 All rights reserved. 00004 00005 Redistribution and use in source and binary forms, with or without modification, are permitted provided that 00006 the following conditions are met: 00007 00008 * Redistributions of source code must retain the above copyright notice, this list of conditions and 00009 the following disclaimer. 00010 * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and 00011 the following disclaimer in the documentation and/or other materials provided with the distribution. 00012 00013 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED 00014 WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A 00015 PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR 00016 ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED 00017 TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 00018 HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING 00019 NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 00020 POSSIBILITY OF SUCH DAMAGE. 00021 */ 00022 00023 #pragma once 00024 00025 #include "cinder/Vector.h" 00026 00027 namespace cinder { 00028 00029 class Ray { 00030 public: 00031 Ray() {} 00032 Ray( const Vec3f &aOrigin, const Vec3f &aDirection ) : mOrigin( aOrigin ) { setDirection( aDirection ); } 00033 00034 void setOrigin( const Vec3f &aOrigin ) { mOrigin = aOrigin; } 00035 const Vec3f& getOrigin() const { return mOrigin; } 00036 00037 void setDirection( const Vec3f &aDirection ) { 00038 mDirection = aDirection; 00039 mInvDirection = Vec3f( 1.0f / mDirection.x, 1.0f / mDirection.y, 1.0f / mDirection.z ); 00040 mSignX = ( mDirection.x < 0.0f ) ? 1 : 0; 00041 mSignY = ( mDirection.y < 0.0f ) ? 1 : 0; 00042 mSignZ = ( mDirection.z < 0.0f ) ? 1 : 0; 00043 } 00044 const Vec3f& getDirection() const { return mDirection; } 00045 const Vec3f& getInverseDirection() const { return mInvDirection; } 00046 00047 char getSignX() const { return mSignX; } 00048 char getSignY() const { return mSignY; } 00049 char getSignZ() const { return mSignZ; } 00050 00051 Vec3f calcPosition( float t ) const { return mOrigin + mDirection * t; } 00052 00053 protected: 00054 Vec3f mOrigin; 00055 Vec3f mDirection; 00056 // these are helpful to certain ray intersection algorithms 00057 char mSignX, mSignY, mSignZ; 00058 Vec3f mInvDirection; 00059 }; 00060 00061 } // namespace cinder