Cinder

  • Main Page
  • Related Pages
  • Namespaces
  • Classes
  • Files
  • File List
  • File Members

include/cinder/Ray.h

Go to the documentation of this file.
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