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00023 #pragma once
00024
00025 #include "cinder/Vector.h"
00026
00027 namespace cinder {
00028
00029 class Ray {
00030 public:
00031 Ray() {}
00032 Ray( const Vec3f &aOrigin, const Vec3f &aDirection ) : mOrigin( aOrigin ) { setDirection( aDirection ); }
00033
00034 void setOrigin( const Vec3f &aOrigin ) { mOrigin = aOrigin; }
00035 const Vec3f& getOrigin() const { return mOrigin; }
00036
00037 void setDirection( const Vec3f &aDirection ) {
00038 mDirection = aDirection;
00039 mInvDirection = Vec3f( 1.0f / mDirection.x, 1.0f / mDirection.y, 1.0f / mDirection.z );
00040 mSignX = ( mDirection.x < 0.0f ) ? 1 : 0;
00041 mSignY = ( mDirection.y < 0.0f ) ? 1 : 0;
00042 mSignZ = ( mDirection.z < 0.0f ) ? 1 : 0;
00043 }
00044 const Vec3f& getDirection() const { return mDirection; }
00045 const Vec3f& getInverseDirection() const { return mInvDirection; }
00046
00047 char getSignX() const { return mSignX; }
00048 char getSignY() const { return mSignY; }
00049 char getSignZ() const { return mSignZ; }
00050
00051 Vec3f calcPosition( float t ) const { return mOrigin + mDirection * t; }
00052
00053 bool calcTriangleIntersection( const Vec3f &vert0, const Vec3f &vert1, const Vec3f &vert2, float *result ) const;
00054 bool calcPlaneIntersection( const Vec3f &origin, const Vec3f &normal, float *result ) const;
00055
00056 protected:
00057 Vec3f mOrigin;
00058 Vec3f mDirection;
00059
00060 char mSignX, mSignY, mSignZ;
00061 Vec3f mInvDirection;
00062 };
00063
00064 }