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89 lines
2.2 KiB
89 lines
2.2 KiB
// David Eberly, Geometric Tools, Redmond WA 98052
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// Copyright (c) 1998-2021
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// Distributed under the Boost Software License, Version 1.0.
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// https://www.boost.org/LICENSE_1_0.txt
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// https://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
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// Version: 4.0.2019.08.13
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#pragma once
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#include <Mathematics/Vector.h>
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// The ray is represented as P+t*D, where P is the ray origin, D is a
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// unit-length direction vector, and t >= 0. The user must ensure that D is
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// unit length.
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namespace gte
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{
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template <int N, typename Real>
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class Ray
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{
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public:
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// Construction and destruction. The default constructor sets the
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// origin to (0,...,0) and the ray direction to (1,0,...,0).
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Ray()
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{
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origin.MakeZero();
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direction.MakeUnit(0);
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}
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Ray(Vector<N, Real> const& inOrigin, Vector<N, Real> const& inDirection)
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:
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origin(inOrigin),
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direction(inDirection)
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{
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}
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// Public member access. The direction must be unit length.
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Vector<N, Real> origin, direction;
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public:
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// Comparisons to support sorted containers.
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bool operator==(Ray const& ray) const
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{
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return origin == ray.origin && direction == ray.direction;
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}
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bool operator!=(Ray const& ray) const
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{
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return !operator==(ray);
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}
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bool operator< (Ray const& ray) const
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{
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if (origin < ray.origin)
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{
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return true;
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}
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if (origin > ray.origin)
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{
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return false;
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}
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return direction < ray.direction;
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}
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bool operator<=(Ray const& ray) const
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{
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return !ray.operator<(*this);
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}
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bool operator> (Ray const& ray) const
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{
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return ray.operator<(*this);
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}
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bool operator>=(Ray const& ray) const
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{
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return !operator<(ray);
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}
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};
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// Template aliases for convenience.
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template <typename Real>
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using Ray2 = Ray<2, Real>;
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template <typename Real>
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using Ray3 = Ray<3, Real>;
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}
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