/* # ______ ____ ___ # | \/ ____| |___| # | | | \ | | #----------------------------------------------------------------------- # 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: /** * 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(); Vec4 origin; Vec4 direction; // Methods /** * Set origin and direction */ void set(Vec4 origin, 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 * @param t - the distance along the Ray to retrieve a position for. */ Vec4 at(float t); /** * 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. * */ u8 intersectBox(Vec4* minCorner, Vec4* maxCorner, float& distance); /** * Returns distance from origin to intersected mesh */ inline const Vec4 getPosition() { return _position; }; /** * Returns inverse direction */ Vec4 invDir(); private: Vec4 _position; }; } // namespace Tyra