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j3ml/include/J3ML/Geometry/Ray.h
2024-04-08 13:27:56 -04:00

67 lines
2.5 KiB
C++

//
// Created by dawsh on 1/25/24.
//
#pragma once
#include <J3ML/LinearAlgebra/Vector3.h>
#include <vector>
#include "TriangleMesh.h"
#include "Frustum.h"
#include "OBB.h"
namespace J3ML::Geometry
{
using J3ML::LinearAlgebra::Vector3;
// RaycastResult structure containing the first object the ray collides with,
// the surface intersection point,
// and the surface normal at the point of intersection.
struct RaycastResult
{
Vector3 Intersection;
Vector3 SurfaceNormal;
bool Hit;
Shape* Target;
static RaycastResult NoHit() { return {Vector3::NaN, Vector3::NaN, false, nullptr};}
};
// A ray in 3D space is a line that starts from an origin point and extends to infinity in one direction
class Ray
{
public:
// The position of this ray.
Vector3 Origin;
// The normalized direction vector of this ray.
// @note: For proper functionality, this direction vector needs to always be normalized
Vector3 Direction;
Ray() {}
Ray(const Vector3& pos, const Vector3& dir);
//explicit Ray(const Line& line);
explicit Ray(const LineSegment& lineSegment);
bool IsFinite() const;
Vector3 GetPoint(float distance) const;
RaycastResult Cast(const Triangle& target, float maxDistance = 99999999);
RaycastResult Cast(const Plane& target, float maxDistance = 99999999);
RaycastResult Cast(const AABB& target, float maxDistance = 99999999);
// https://gdbooks.gitbooks.io/3dcollisions/content/Chapter3/raycast_sphere.html
RaycastResult Cast(const Sphere& target, float maxDistance = 99999999);
RaycastResult Cast(const OBB& target, float maxDistance = 99999999);
RaycastResult Cast(const Capsule& target, float maxDistance = 99999999);
RaycastResult Cast(const Frustum& target, float maxDistance = 99999999);
RaycastResult Cast(const TriangleMesh& target, float maxDistance = 9999999);
// Returns a RaycastResult structure containing the first object the ray collides with,
// the surface intersection point,
// and the surface normal at the point of intersection.
RaycastResult Cast(std::vector<Shape> shapes, float maxDistance = 99999999);
void ProjectToAxis(const Vector3 &direction, float &outMin, float &outMax) const;
Vector3 ClosestPoint(const LineSegment&, float &d, float &d2) const;
Vector3 ClosestPoint(const Vector3 &targetPoint, float &d) const;
};
}