ray class api change
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@@ -29,34 +29,17 @@ class Ray {
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Ray(const Vec4& origin, const Vec4& direction);
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~Ray();
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// Methods
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/**
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* @param origin Vec4 starting point of the ray;
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* @param direction Vec4 normalized vector pointing to direction;
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*/
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void set(const Vec4& origin, const Vec4& direction);
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/**
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* @brief Set origin of the ray;
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* @param origin Vec4 starting point of the ray;
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*/
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void setOrigin(const Vec4& origin);
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/**
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* @brief Set direction of the ray;
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* @param direction Vec4 normalized vector pointing to direction;
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*/
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void setDirection(const Vec4& direction);
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Vec4 origin;
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Vec4 direction;
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/**
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* @return Vec4 that is a given distance along this Ray
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* @param t - the distance along the Ray to retrieve a position for.
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*/
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Vec4 at(const float& t);
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Vec4 at(const float& t) const;
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/** @return Distance from the Vec4 point to the origin */
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float distanceToPoint(const Vec4& point);
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float distanceToPoint(const Vec4& point) const;
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/**
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* @param minCorner - pointer to min corner position. (bottom left)
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@@ -64,15 +47,11 @@ class Ray {
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* @param distance - the box to intersect with.
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* @return Vec4 point of intersection
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*/
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u8 intersectBox(const Vec4& minCorner, const Vec4& maxCorner,
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float& distance);
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bool intersectBox(const Vec4& minCorner, const Vec4& maxCorner,
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float& distance) const;
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/** Returns inverse direction */
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const Vec4 invDir();
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private:
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Vec4 _origin;
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Vec4 _direction;
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Vec4 invDir() const;
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};
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} // namespace Tyra
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+20
-32
@@ -16,40 +16,28 @@
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namespace Tyra {
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Ray::Ray() {}
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Ray::Ray(const Vec4& origin, const Vec4& direction) {
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this->_origin.set(origin);
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this->_direction.set(direction);
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Ray::Ray(const Vec4& t_origin, const Vec4& t_direction) {
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origin.set(t_origin);
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direction.set(t_direction);
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}
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Ray::~Ray() {}
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void Ray::set(const Vec4& origin, const Vec4& direction) {
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this->_origin.set(origin);
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this->_direction.set(direction);
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Vec4 Ray::at(const float& t) const { return (direction * t) + origin; }
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float Ray::distanceToPoint(const Vec4& point) const {
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return origin.distanceTo(point);
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}
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void Ray::setOrigin(const Vec4& origin) { this->_origin.set(origin); }
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bool Ray::intersectBox(const Vec4& minCorner, const Vec4& maxCorner,
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float& distance) const {
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auto inv = invDir();
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inv.normalize();
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void Ray::setDirection(const Vec4& direction) {
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this->_direction.set(direction);
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}
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Vec4 Ray::at(const float& t) { return (this->_direction * t) + this->_origin; }
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float Ray::distanceToPoint(const Vec4& point) {
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return this->_origin.distanceTo(point);
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}
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u8 Ray::intersectBox(const Vec4& minCorner, const Vec4& maxCorner,
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float& distance) {
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float tmin, tmax, tymin, tymax, tzmin, tzmax;
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Vec4 invDir = this->invDir();
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invDir.normalize();
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tmin = (minCorner.x - this->_origin.x) * invDir.x;
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tmax = (maxCorner.x - this->_origin.x) * invDir.x;
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tymin = (minCorner.y - this->_origin.y) * invDir.y;
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tymax = (maxCorner.y - this->_origin.y) * invDir.y;
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float tmin = (minCorner.x - this->origin.x) * inv.x;
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float tmax = (maxCorner.x - this->origin.x) * inv.x;
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float tymin = (minCorner.y - this->origin.y) * inv.y;
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float tymax = (maxCorner.y - this->origin.y) * inv.y;
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if ((tmin > tymax) || (tymin > tmax)) {
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distance = -1.0f;
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@@ -60,8 +48,8 @@ u8 Ray::intersectBox(const Vec4& minCorner, const Vec4& maxCorner,
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if (tymax < tmax) tmax = tymax;
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tzmin = (minCorner.z - this->_origin.z) * invDir.z;
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tzmax = (maxCorner.z - this->_origin.z) * invDir.z;
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float tzmin = (minCorner.z - this->origin.z) * inv.z;
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float tzmax = (maxCorner.z - this->origin.z) * inv.z;
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if ((tmin > tzmax) || (tzmin > tmax)) {
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distance = -1.0f;
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@@ -81,9 +69,9 @@ u8 Ray::intersectBox(const Vec4& minCorner, const Vec4& maxCorner,
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return 1;
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}
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const Vec4 Ray::invDir() {
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return Vec4(1 / this->_direction.x, 1 / this->_direction.y,
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1 / this->_direction.z, 1);
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Vec4 Ray::invDir() const {
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return Vec4(1 / this->direction.x, 1 / this->direction.y,
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1 / this->direction.z, 1);
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}
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} // Namespace Tyra
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