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math/ray.h
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math/ray.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program 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 program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef MATH_RAY_H
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#define MATH_RAY_H
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#include "math/aabb.h"
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#include "math/matrix4.h"
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#include "math/quat.h"
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#include "math/vector3d.h"
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namespace Math {
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/**
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* A three dimensional half-line
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*/
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class Ray {
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public:
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Ray();
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Ray(const Vector3d &origin, const Vector3d &direction);
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Vector3d& getOrigin() { return _origin; }
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Vector3d getOrigin() const { return _origin; }
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Vector3d& getDirection() { return _direction; }
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Vector3d getDirection() const { return _direction; }
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/**
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* Apply a transformation to the ray
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*/
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void transform(const Matrix4 &matrix);
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/**
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* Rotate the ray using a quaternion - rotates both origin and direction
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*/
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void rotate(const Quaternion &rot);
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/**
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* Rotate the ray direction only using a quaternion - origin stays fixed
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*/
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void rotateDirection(const Quaternion &rot);
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/**
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* Translate the ray by a vector
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*/
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void translate(const Vector3d &v);
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/**
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* Test the intersection of the ray with an Axis Aligned Bounding Box
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*/
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bool intersectAABB(const AABB &aabb) const;
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/**
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* Test and return the intersection of the ray with a triangle defned by 3 verticies
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*
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* @param v0 first triangle vertex
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* @param v1 second triangle vertex
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* @param v2 third triangle vertex
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* @param loc If return is true, set to the intersection point
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* @param dist If return is true, set to distance along the ray (relative to direction)
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*/
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bool intersectTriangle(const Vector3d &v0, const Vector3d &v1, const Vector3d &v2, Vector3d &loc, float &dist) const;
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private:
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Vector3d _origin;
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Vector3d _direction;
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};
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} // end of namespace Math
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#endif
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