mirror of
https://github.com/OPM/ResInsight.git
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94 lines
3.5 KiB
C++
94 lines
3.5 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron AS
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//
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// This library may be used under the terms of either the GNU General Public License or
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// the GNU Lesser General Public License as follows:
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//
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// GNU General Public License Usage
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// This library is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
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// for more details.
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//
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// GNU Lesser General Public License Usage
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// This library is free software; you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
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// for more details.
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//
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//##################################################################################################
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#pragma once
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#include "cvfObject.h"
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#include "cvfVector3.h"
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#include "cvfMatrix4.h"
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#include "cvfString.h"
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namespace cvf {
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class BoundingBox;
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class Plane;
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//==================================================================================================
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//
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// Ray
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//
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//==================================================================================================
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class Ray : public Object
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{
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public:
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Ray();
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Ray(const Ray& other);
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~Ray();
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void setOrigin(const Vec3d& orig);
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const Vec3d& origin() const;
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void setDirection(const Vec3d& dir);
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const Vec3d& direction() const;
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void setMinimumDistance(double distance);
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double minimumDistance() const;
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void setMaximumDistance(double distance);
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double maximumDistance() const;
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void transform(const Mat4d& matrix);
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const Ray getTransformed(const Mat4d& matrix) const;
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bool triangleIntersect(const Vec3d& v1, const Vec3d& v2, const Vec3d& v3, Vec3d* intersectionPoint = NULL) const;
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bool quadIntersect(const Vec3d& v1, const Vec3d& v2, const Vec3d& v3, const Vec3d& v4, Vec3d* intersectionPoint = NULL) const;
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bool boxIntersect(const BoundingBox& box, Vec3d* intersectionPoint = NULL) const;
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bool planeIntersect(const Plane& plane, Vec3d* intersectionPoint = NULL) const;
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String debugString() const;
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private:
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Vec3d m_origin; ///< Starting point of ray
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Vec3d m_direction; ///< Vector specifying ray direction
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double m_minDistance; ///< Minimum distance for a hit
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double m_maxDistance; ///< Maximum distance for a hit
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double m_minDistanceSquared;
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double m_maxDistanceSquared;
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bool m_distanceLimitedRay;
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};
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}
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