feat: implements ray
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/*
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# ______ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2020-2022, tyra - https://github.com/h4570/tyra
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# Licenced under Apache License 2.0
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# Wellington Carvalho <wellcoj@gmail.com>
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*/
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#include "math/vec4.hpp"
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#pragma once
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namespace Tyra {
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/**
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* Class for raycasting.
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*/
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class Ray {
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public:
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/**
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* Constructor create a ampty ray
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*
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*/
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Ray();
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/**
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* Constructor
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* @param origin The origin of the ray
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* @param direction The direction of the ray (normalized Vec4)
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*
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*/
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Ray(Vec4* origin, Vec4* direction);
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~Ray();
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Vec4 origin;
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Vec4 direction;
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// Methods
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/**
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* Set origin and direction
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*/
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void set(Vec4 origin, Vec4 direction);
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/**
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* Set origin only
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*/
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void setOrigin(Vec4 origin);
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void setOrigin(const float& t_x, const float& t_y, const float& t_z);
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/**
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* Set direction only
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*/
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void setDirection(Vec4 origin);
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void setDirection(const float& t_x, const float& t_y, const float& t_z);
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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(float t);
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/**
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* Return the distance from the Vec4 point to the origin
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*/
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float distanceToPoint(Vec4 point);
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/**
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* Returns distance from origin to intersected mesh
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*/
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float distanceTo(const Vec4& v) const;
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/**
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* Returns Vec4 of intersection position
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* @param minCorner - pointer to min corner position. (bottom left)
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* @param maxCorner - pointer to max corner position. (top right)
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* @param distance - the box to intersect with.
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*
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*/
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u8 intersectBox(Vec4* minCorner, Vec4* maxCorner, float& distance);
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/**
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* Returns distance from origin to intersected mesh
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*/
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inline const Vec4 getPosition() { return _position; };
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/**
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* Returns inverse direction
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*/
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Vec4 invDir();
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private:
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Vec4 _position;
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};
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} // namespace Tyra
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