//################################################################################################## // // Custom Visualization Core library // Copyright (C) 2011-2012 Ceetron AS // // This library is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This library is distributed in the hope that it will be useful, but WITHOUT ANY // WARRANTY; without even the implied warranty of MERCHANTABILITY or // FITNESS FOR A PARTICULAR PURPOSE. // // See the GNU General Public License at <> // for more details. // //################################################################################################## #pragma once #include "cvfObject.h" #include "cvfVector3.h" #include "cvfMatrix4.h" #include "cvfString.h" namespace cvf { class BoundingBox; class Plane; //================================================================================================== // // Ray // //================================================================================================== class Ray : public Object { public: Ray(); Ray(const Ray& other); ~Ray(); void setOrigin(const Vec3d& orig); const Vec3d& origin() const; void setDirection(const Vec3d& dir); const Vec3d& direction() const; void setMinimumDistance(double distance); double minimumDistance() const; void setMaximumDistance(double distance); double maximumDistance() const; void transform(const Mat4d& matrix); const Ray getTransformed(const Mat4d& matrix) const; bool triangleIntersect(const Vec3d& v1, const Vec3d& v2, const Vec3d& v3, Vec3d* intersectionPoint = NULL) const; bool quadIntersect(const Vec3d& v1, const Vec3d& v2, const Vec3d& v3, const Vec3d& v4, Vec3d* intersectionPoint = NULL) const; bool boxIntersect(const BoundingBox& box, Vec3d* intersectionPoint = NULL) const; bool planeIntersect(const Plane& plane, Vec3d* intersectionPoint = NULL) const; String debugString() const; private: Vec3d m_origin; ///< Starting point of ray Vec3d m_direction; ///< Vector specifying ray direction double m_minDistance; ///< Minimum distance for a hit double m_maxDistance; ///< Maximum distance for a hit double m_minDistanceSquared; double m_maxDistanceSquared; bool m_distanceLimitedRay; }; }