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tyra-linux/engine/inc/physics/ray.hpp
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2022-08-11 10:20:35 +02:00

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/*
# _____ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2022-2022, tyra - https://github.com/h4570/tyra
# Licensed under Apache License 2.0
# Wellington Carvalho <wellcoj@gmail.com>
*/
#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