/** @file Ray.cpp @maintainer Morgan McGuire, matrix@graphics3d.com @created 2002-07-12 @edited 2004-03-19 */ #include "G3D/platform.h" #include "G3D/Ray.h" #include "G3D/Plane.h" #include "G3D/Sphere.h" #include "G3D/CollisionDetection.h" namespace G3D { Ray::Ray(class BinaryInput& b) { deserialize(b); } void Ray::serialize(class BinaryOutput& b) const { origin.serialize(b); direction.serialize(b); } void Ray::deserialize(class BinaryInput& b) { origin.deserialize(b); direction.deserialize(b); } Ray Ray::refract( const Vector3& newOrigin, const Vector3& normal, float iInside, float iOutside) const { Vector3 D = direction.refractionDirection(normal, iInside, iOutside); return Ray::fromOriginAndDirection( newOrigin + (direction + normal * (float)sign(direction.dot(normal))) * 0.001f, D); } Ray Ray::reflect( const Vector3& newOrigin, const Vector3& normal) const { Vector3 D = direction.reflectionDirection(normal); return Ray::fromOriginAndDirection(newOrigin + (D + normal) * 0.001f, D); } Vector3 Ray::intersection(const Plane& plane) const { float d; Vector3 normal = plane.normal(); plane.getEquation(normal, d); float rate = direction.dot(normal); if (rate >= 0.0f) { return Vector3::inf(); } else { float t = -(d + origin.dot(normal)) / rate; return origin + direction * t; } } float Ray::intersectionTime(const class Sphere& sphere) const { Vector3 dummy; return CollisionDetection::collisionTimeForMovingPointFixedSphere( origin, direction, sphere, dummy); } float Ray::intersectionTime(const class Plane& plane) const { Vector3 dummy; return CollisionDetection::collisionTimeForMovingPointFixedPlane( origin, direction, plane, dummy); } float Ray::intersectionTime(const class Box& box) const { Vector3 dummy; float time = CollisionDetection::collisionTimeForMovingPointFixedBox( origin, direction, box, dummy); if ((time == inf()) && (box.contains(origin))) { return 0.0f; } else { return time; } } float Ray::intersectionTime(const class AABox& box) const { Vector3 dummy; bool inside; float time = CollisionDetection::collisionTimeForMovingPointFixedAABox( origin, direction, box, dummy, inside); if ((time == inf()) && inside) { return 0.0f; } else { return time; } } }