PixelLightAPI
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00001 /*********************************************************\ 00002 * File: Ray.h * 00003 * 00004 * Copyright (C) 2002-2012 The PixelLight Team (http://www.pixellight.org/) 00005 * 00006 * This file is part of PixelLight. 00007 * 00008 * PixelLight is free software: you can redistribute it and/or modify 00009 * it under the terms of the GNU Lesser General Public License as published by 00010 * the Free Software Foundation, either version 3 of the License, or 00011 * (at your option) any later version. 00012 * 00013 * PixelLight is distributed in the hope that it will be useful, 00014 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00015 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00016 * GNU Lesser General Public License for more details. 00017 * 00018 * You should have received a copy of the GNU Lesser General Public License 00019 * along with PixelLight. If not, see <http://www.gnu.org/licenses/>. 00020 \*********************************************************/ 00021 00022 00023 #ifndef __PLMATH_RAY_H__ 00024 #define __PLMATH_RAY_H__ 00025 #pragma once 00026 00027 00028 //[-------------------------------------------------------] 00029 //[ Includes ] 00030 //[-------------------------------------------------------] 00031 #include "PLMath/Vector3.h" 00032 00033 00034 //[-------------------------------------------------------] 00035 //[ Namespace ] 00036 //[-------------------------------------------------------] 00037 namespace PLMath { 00038 00039 00040 //[-------------------------------------------------------] 00041 //[ Classes ] 00042 //[-------------------------------------------------------] 00043 /** 00044 * @brief 00045 * Ray class (infinite length, in both directions) 00046 */ 00047 class Ray { 00048 00049 00050 //[-------------------------------------------------------] 00051 //[ Public functions ] 00052 //[-------------------------------------------------------] 00053 public: 00054 /** 00055 * @brief 00056 * Default constructor setting all position and direction components to 0 00057 */ 00058 inline Ray(); 00059 00060 /** 00061 * @brief 00062 * Copy constructor 00063 * 00064 * @param[in] cSource 00065 * Source to copy from 00066 */ 00067 inline Ray(const Ray &cSource); 00068 00069 /** 00070 * @brief 00071 * Destructor 00072 */ 00073 inline ~Ray(); 00074 00075 /** 00076 * @brief 00077 * Copy operator 00078 * 00079 * @param[in] cSource 00080 * Source to copy from 00081 * 00082 * @return 00083 * Reference to this instance 00084 */ 00085 inline Ray &operator =(const Ray &cSource); 00086 00087 /** 00088 * @brief 00089 * Set the current ray using a line 00090 * 00091 * @param[in] vLineStartPos 00092 * Line start position 00093 * @param[in] vLineEndPos 00094 * Line end position 00095 */ 00096 inline void Set(const Vector3 &vLineStartPos, const Vector3 &vLineEndPos); 00097 00098 /** 00099 * @brief 00100 * Returns the current position 00101 * 00102 * @return 00103 * Current position 00104 */ 00105 inline const Vector3 &GetPos() const; 00106 00107 /** 00108 * @brief 00109 * Set the current position 00110 * 00111 * @param[in] fX 00112 * X component of the new position 00113 * @param[in] fY 00114 * Y component of the new position 00115 * @param[in] fZ 00116 * Z component of the new position 00117 */ 00118 inline void SetPos(float fX = 0.0f, float fY = 0.0f, float fZ = 0.0f); 00119 00120 /** 00121 * @brief 00122 * Set the current position 00123 * 00124 * @param[in] vPos 00125 * New position 00126 */ 00127 inline void SetPos(const Vector3 &vPos); 00128 00129 /** 00130 * @brief 00131 * Returns the ray direction 00132 * 00133 * @return 00134 * Ray direction 00135 */ 00136 inline const Vector3 &GetDir() const; 00137 00138 /** 00139 * @brief 00140 * Set the ray direction 00141 * 00142 * @param[in] fX 00143 * X component of the new direction vector 00144 * @param[in] fY 00145 * Y component of the new direction vector 00146 * @param[in] fZ 00147 * Z component of the new direction vector 00148 */ 00149 inline void SetDir(float fX = 0.0f, float fY = 0.0f, float fZ = 0.0f); 00150 00151 /** 00152 * @brief 00153 * Set the ray direction 00154 * 00155 * @param[in] vDir 00156 * New ray direction 00157 */ 00158 inline void SetDir(const Vector3 &vDir); 00159 00160 00161 //[-------------------------------------------------------] 00162 //[ Private data ] 00163 //[-------------------------------------------------------] 00164 private: 00165 Vector3 m_vPos; /**< Ray origin */ 00166 Vector3 m_vDir; /**< Ray direction */ 00167 00168 00169 }; 00170 00171 00172 //[-------------------------------------------------------] 00173 //[ Namespace ] 00174 //[-------------------------------------------------------] 00175 } // PLMath 00176 00177 00178 //[-------------------------------------------------------] 00179 //[ Implementation ] 00180 //[-------------------------------------------------------] 00181 #include "PLMath/Ray.inl" 00182 00183 00184 #endif // __PLMATH_RAY_H__
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