/* # ______ ____ ___ # | \/ ____| |___| # | | | \ | | #----------------------------------------------------------------------- # Copyright 2020-2022, tyra - https://github.com/h4570/tyra # Licenced under Apache License 2.0 # Wellington Carvalho */ #include "math/vec4.hpp" #pragma once namespace Tyra { /** * Class for raycasting. */ class Ray { public: /** @brief Constructor create a ampty ray */ Ray(); /** * @param origin The origin of the ray * @param direction The direction of the ray (normalized Vec4) */ Ray(const Vec4& origin, const Vec4& direction); ~Ray(); // Methods /** * @param origin Vec4 starting point of the ray; * @param direction Vec4 normalized vector pointing to 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); /** * @return Vec4 that is a given distance along this Ray * @param t - the distance along the Ray to retrieve a position for. */ Vec4 at(const float& t); /** @return Distance from the Vec4 point to the origin */ float distanceToPoint(const Vec4& point); /** * @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(const Vec4& minCorner, const Vec4& maxCorner, float& distance); /** Returns inverse direction */ const Vec4 invDir(); private: Vec4 _origin; Vec4 _direction; }; } // namespace Tyra