refactor: apply review changes

This commit is contained in:
Wellinator
2022-07-19 08:59:04 -03:00
parent 07d7db97c2
commit e7e4f375ba
2 changed files with 52 additions and 76 deletions
+29 -50
View File
@@ -19,80 +19,59 @@ namespace Tyra {
*/
class Ray {
public:
/**
* Constructor create a ampty ray
*
*/
/** @brief Constructor create a ampty ray */
Ray();
/**
* Constructor
/**
* @param origin The origin of the ray
* @param direction The direction of the ray (normalized Vec4)
*
*/
Ray(Vec4* origin, Vec4* direction);
Ray(const Vec4& origin, const Vec4& direction);
~Ray();
Vec4 origin;
Vec4 direction;
// Methods
/**
* Set origin and direction
* @param origin Vec4 starting point of the ray;
* @param direction Vec4 normalized vector pointing to direction;
*/
void set(Vec4 origin, Vec4 direction);
void set(const Vec4& origin, const Vec4& direction);
/**
* @brief Set origin of the ray;
* @param origin Vec4 starting point of the ray;
*/
void setOrigin(const Vec4& origin);
/**
* @brief Set direction of the ray;
* @param direction Vec4 normalized vector pointing to direction;
*/
void setDirection(const Vec4& direction);
/**
* Set origin only
*/
void setOrigin(Vec4 origin);
void setOrigin(const float& t_x, const float& t_y, const float& t_z);
/**
* Set direction only
*/
void setDirection(Vec4 origin);
void setDirection(const float& t_x, const float& t_y, const float& t_z);
/**
* Return Vec4 that is a given distance along this Ray
* @return Vec4 that is a given distance along this Ray
* @param t - the distance along the Ray to retrieve a position for.
*/
Vec4 at(float t);
Vec4 at(const float& t);
/** @return Distance from the Vec4 point to the origin */
float distanceToPoint(const Vec4& point);
/**
* Return the distance from the Vec4 point to the origin
*/
float distanceToPoint(Vec4 point);
/**
* Returns distance from origin to intersected mesh
*/
float distanceTo(const Vec4& v) const;
/**
* Returns Vec4 of intersection position
* @param minCorner - pointer to min corner position. (bottom left)
* @param maxCorner - pointer to max corner position. (top right)
* @param distance - the box to intersect with.
*
* @return Vec4 point of intersection
*/
u8 intersectBox(Vec4* minCorner, Vec4* maxCorner, float& distance);
u8 intersectBox(const Vec4& minCorner, const Vec4& maxCorner, float& distance);
/**
* Returns distance from origin to intersected mesh
*/
inline const Vec4 getPosition() { return _position; };
/**
* Returns inverse direction
*/
Vec4 invDir();
/** Returns inverse direction */
const Vec4 invDir();
private:
Vec4 _position;
Vec4 _origin;
Vec4 _direction;
};
} // namespace Tyra
+23 -26
View File
@@ -16,43 +16,40 @@
namespace Tyra {
Ray::Ray() {}
Ray::Ray(Vec4* origin, Vec4* direction) {
this->origin.set(origin->x, origin->y, origin->z);
this->direction.set(direction->x, direction->y, direction->z);
Ray::Ray(const Vec4& origin, const Vec4& direction) {
this->_origin.set(origin);
this->_direction.set(direction);
}
Ray::~Ray() {}
void Ray::set(Vec4 origin, Vec4 direction) {
this->origin.set(origin);
this->direction.set(direction);
void Ray::set(const Vec4& origin, const Vec4& direction) {
this->_origin.set(origin);
this->_direction.set(direction);
}
void Ray::setOrigin(Vec4 origin) { this->origin.set(origin); }
void Ray::setOrigin(const Vec4& origin) { this->_origin.set(origin); }
void Ray::setOrigin(const float& t_x, const float& t_y, const float& t_z) {
this->origin.set(t_x, t_y, t_z);
void Ray::setDirection(const Vec4& direction) {
this->_direction.set(direction);
}
void Ray::setDirection(Vec4 direction) { this->direction.set(direction); }
Vec4 Ray::at(const float& t) { return (this->_direction * t) + this->_origin; }
void Ray::setDirection(const float& t_x, const float& t_y, const float& t_z) {
this->direction.set(t_x, t_y, t_z);
float Ray::distanceToPoint(const Vec4& point) {
return this->_origin.distanceTo(point);
}
float Ray::distanceToPoint(Vec4 point) { return origin.distanceTo(point); }
Vec4 Ray::at(float t) { return (this->direction * t) + this->origin; }
u8 Ray::intersectBox(Vec4* minCorner, Vec4* maxCorner, float& distance) {
u8 Ray::intersectBox(const Vec4& minCorner, const Vec4& maxCorner,
float& distance) {
float tmin, tmax, tymin, tymax, tzmin, tzmax;
Vec4 invDir = this->invDir();
invDir.normalize();
tmin = (minCorner->x - this->origin.x) * invDir.x;
tmax = (maxCorner->x - this->origin.x) * invDir.x;
tymin = (minCorner->y - this->origin.y) * invDir.y;
tymax = (maxCorner->y - this->origin.y) * invDir.y;
tmin = (minCorner.x - this->_origin.x) * invDir.x;
tmax = (maxCorner.x - this->_origin.x) * invDir.x;
tymin = (minCorner.y - this->_origin.y) * invDir.y;
tymax = (maxCorner.y - this->_origin.y) * invDir.y;
if ((tmin > tymax) || (tymin > tmax)) {
distance = -1.0f;
@@ -63,8 +60,8 @@ u8 Ray::intersectBox(Vec4* minCorner, Vec4* maxCorner, float& distance) {
if (tymax < tmax) tmax = tymax;
tzmin = (minCorner->z - this->origin.z) * invDir.z;
tzmax = (maxCorner->z - this->origin.z) * invDir.z;
tzmin = (minCorner.z - this->_origin.z) * invDir.z;
tzmax = (maxCorner.z - this->_origin.z) * invDir.z;
if ((tmin > tzmax) || (tzmin > tmax)) {
distance = -1.0f;
@@ -84,9 +81,9 @@ u8 Ray::intersectBox(Vec4* minCorner, Vec4* maxCorner, float& distance) {
return 1;
}
Vec4 Ray::invDir() {
return Vec4(1 / this->direction.x, 1 / this->direction.y,
1 / this->direction.z);
const Vec4 Ray::invDir() {
return Vec4(1 / this->_direction.x, 1 / this->_direction.y,
1 / this->_direction.z, 1);
}
} // Namespace Tyra