/* * ICE / OPCODE - Optimized Collision Detection * http://www.codercorner.com/Opcode.htm * * Copyright (c) 2001-2008 Pierre Terdiman, pierre@codercorner.com This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Contains code for rays. * \file IceRay.h * \author Pierre Terdiman * \date April, 4, 2000 */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Include Guard #ifndef __ICERAY_H__ #define __ICERAY_H__ class ICEMATHS_API Ray { public: //! Constructor inline_ Ray() {} //! Constructor inline_ Ray(const Point& orig, const Point& dir) : mOrig(orig), mDir(dir) {} //! Copy constructor inline_ Ray(const Ray& ray) : mOrig(ray.mOrig), mDir(ray.mDir) {} //! Destructor inline_ ~Ray() {} float SquareDistance(const Point& point, float* t=null) const; inline_ float Distance(const Point& point, float* t=null) const { return sqrtf(SquareDistance(point, t)); } Point mOrig; //!< Ray origin Point mDir; //!< Normalized direction }; inline_ void ComputeReflexionVector(Point& reflected, const Point& incoming_dir, const Point& outward_normal) { reflected = incoming_dir - outward_normal * 2.0f * (incoming_dir|outward_normal); } inline_ void ComputeReflexionVector(Point& reflected, const Point& source, const Point& impact, const Point& normal) { Point V = impact - source; reflected = V - normal * 2.0f * (V|normal); } inline_ void DecomposeVector(Point& normal_compo, Point& tangent_compo, const Point& outward_dir, const Point& outward_normal) { normal_compo = outward_normal * (outward_dir|outward_normal); tangent_compo = outward_dir - normal_compo; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Transforms a direction vector from world space to local space * \param local_dir [out] direction vector in local space * \param world_dir [in] direction vector in world space * \param world [in] world transform */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// inline_ void ComputeLocalDirection(Point& local_dir, const Point& world_dir, const Matrix4x4& world) { // Get world direction back in local space // Matrix3x3 InvWorld = world; // local_dir = InvWorld * world_dir; local_dir = Matrix3x3(world) * world_dir; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Transforms a position vector from world space to local space * \param local_pt [out] position vector in local space * \param world_pt [in] position vector in world space * \param world [in] world transform */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// inline_ void ComputeLocalPoint(Point& local_pt, const Point& world_pt, const Matrix4x4& world) { // Get world vertex back in local space Matrix4x4 InvWorld = world; InvWorld.Invert(); local_pt = world_pt * InvWorld; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Transforms a ray from world space to local space * \param local_ray [out] ray in local space * \param world_ray [in] ray in world space * \param world [in] world transform */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// inline_ void ComputeLocalRay(Ray& local_ray, const Ray& world_ray, const Matrix4x4& world) { // Get world ray back in local space ComputeLocalDirection(local_ray.mDir, world_ray.mDir, world); ComputeLocalPoint(local_ray.mOrig, world_ray.mOrig, world); } #endif // __ICERAY_H__