Simple game engine with complete export to scripting language
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//------------------------------------------------------------------------------
// Author: Gero Mueller <gero.mueller@cloo.de>
// Copyright: (c) 2006 Gero Mueller
// License: MIT License
//------------------------------------------------------------------------------
#ifndef BLUECORE_RAY_H
#define BLUECORE_RAY_H
#include "Scalar.h"
#include "Vector.h"
namespace BlueCore
{
template <class T>
class RayTemplate
{
Vector3Template<T> point, direction;
public:
/**
* normalize the vector to length 1
*/
inline RayTemplate()
{
}
/**
* constructor from point and direction
*/
template <class S>
inline RayTemplate(
const Vector3Template<S> &point,
const Vector3Template<S> &direction )
{
this->point = point;
this->direction = direction.normalized();
}
/**
* set the point
*/
template <class S>
inline void setPoint( const Vector3Template<S> &point )
{
this->point = point;
}
/**
* set the direction
*/
template <class S>
inline void setDirection( const Vector3Template<S> &direction )
{
this->direction = direction.normalized();
}
/**
* get point
*/
inline const Vector3Template<T> &getPoint() const
{
return point;
}
/**
* get direction
*/
inline const Vector3Template<T> &getDirection() const
{
return direction;
}
/**
* checks if a point lies on the ray
*/
template <class S>
inline bool contains( const Vector3Template<T> &a )
{
return (a - point).parallel( direction );
}
/**
* calculate the distance between a point and the ray
*/
template <class S>
inline T distance( const Vector3Template<S> &a ) const
{
T t = direction.dot( a - point );
Vector3Template<T> b = at(t) - a;
return b.length();
}
/**
* gets the position at distance t
*/
template <class S>
inline Vector3Template<S> at( const T a ) const
{
return Vector3Template<T>( point + direction * a );
}
};
typedef RayTemplate<float> RayFloat;
typedef RayTemplate<double> RayDouble;
typedef RayTemplate<Scalar> Ray;
}
#endif