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authorsanine <sanine.not@pm.me>2022-10-01 20:59:36 -0500
committersanine <sanine.not@pm.me>2022-10-01 20:59:36 -0500
commitc5fc66ee58f2c60f2d226868bb1cf5b91badaf53 (patch)
tree277dd280daf10bf77013236b8edfa5f88708c7e0 /libs/ode-0.16.1/OPCODE/Ice/IceRay.h
parent1cf9cc3408af7008451f9133fb95af66a9697d15 (diff)
add ode
Diffstat (limited to 'libs/ode-0.16.1/OPCODE/Ice/IceRay.h')
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1 files changed, 98 insertions, 0 deletions
diff --git a/libs/ode-0.16.1/OPCODE/Ice/IceRay.h b/libs/ode-0.16.1/OPCODE/Ice/IceRay.h
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+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * 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__