ResInsight/Fwk/VizFwk/LibGeometry/cvfRay.h

94 lines
3.5 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// 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 <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 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 Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// 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;
};
}