Coverage Report

Created: 2025-07-18 07:08

/src/ogre/OgreMain/include/OgreRay.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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    (Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef __Ray_H_
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#define __Ray_H_
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// Precompiler options
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#include "OgrePrerequisites.h"
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#include "OgrePlaneBoundedVolume.h"
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namespace Ogre {
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    /** \addtogroup Core
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    *  @{
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    */
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    /** \addtogroup Math
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    *  @{
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    */
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    /** Representation of a ray in space, i.e. a line with an origin and direction. */
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    class _OgreExport Ray
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    {
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    private:
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        Vector3 mOrigin;
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        Vector3 mDirection;
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    public:
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        Ray():mOrigin(Vector3::ZERO), mDirection(Vector3::UNIT_Z) {}
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        Ray(const Vector3& origin, const Vector3& direction)
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            :mOrigin(origin), mDirection(direction) {}
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        /** Sets the origin of the ray. */
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        void setOrigin(const Vector3& origin) {mOrigin = origin;} 
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        /** Gets the origin of the ray. */
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        const Vector3& getOrigin(void) const {return mOrigin;} 
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        /** Sets the direction of the ray. */
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        void setDirection(const Vector3& dir) {mDirection = dir;} 
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        /** Gets the direction of the ray. */
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        const Vector3& getDirection(void) const {return mDirection;} 
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        /** Gets the position of a point t units along the ray. */
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        Vector3 getPoint(Real t) const { 
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            return Vector3(mOrigin + (mDirection * t));
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        }
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        /** Gets the position of a point t units along the ray. */
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        Vector3 operator*(Real t) const { 
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            return getPoint(t);
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        }
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        /** Tests whether this ray intersects the given plane. */
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        RayTestResult intersects(const Plane& p) const
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        {
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            Real denom = p.normal.dotProduct(mDirection);
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            if (Math::Abs(denom) < std::numeric_limits<Real>::epsilon())
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            {
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                // Parallel
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                return RayTestResult(false, (Real)0);
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            }
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            else
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            {
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                Real nom = p.normal.dotProduct(mOrigin) + p.d;
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                Real t = -(nom / denom);
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                return RayTestResult(t >= 0, (Real)t);
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            }
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        }
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        /** Tests whether this ray intersects the given plane bounded volume. */
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        RayTestResult intersects(const PlaneBoundedVolume& p) const
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        {
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            return Math::intersects(*this, p.planes, p.outside == Plane::POSITIVE_SIDE);
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        }
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        /** Tests whether this ray intersects the given sphere. */
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        RayTestResult intersects(const Sphere& s, bool discardInside = true) const
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        {
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            // Adjust ray origin relative to sphere center
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            Vector3 rayorig = mOrigin - s.getCenter();
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            Real radius = s.getRadius();
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            // Check origin inside first
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            if (rayorig.squaredLength() <= radius*radius && discardInside)
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            {
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                return RayTestResult(true, (Real)0);
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            }
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            // Mmm, quadratics
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            // Build coeffs which can be used with std quadratic solver
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            // ie t = (-b +/- sqrt(b*b + 4ac)) / 2a
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            Real a = mDirection.dotProduct(mDirection);
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            Real b = 2 * rayorig.dotProduct(mDirection);
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            Real c = rayorig.dotProduct(rayorig) - radius*radius;
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            // Calc determinant
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            Real d = (b*b) - (4 * a * c);
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            if (d < 0)
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            {
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                // No intersection
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                return RayTestResult(false, (Real)0);
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            }
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            else
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            {
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                // BTW, if d=0 there is one intersection, if d > 0 there are 2
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                // But we only want the closest one, so that's ok, just use the
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                // '-' version of the solver
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                Real t = ( -b - Math::Sqrt(d) ) / (2 * a);
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                if (t < 0)
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                    t = ( -b + Math::Sqrt(d) ) / (2 * a);
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                return RayTestResult(true, t);
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            }
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        }
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        /** Tests whether this ray intersects the given box. */
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        RayTestResult intersects(const AxisAlignedBox& box) const
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        {
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            return Math::intersects(*this, box);
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        }
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    };
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    inline RayTestResult Math::intersects(const Ray& ray, const Plane& plane)
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    {
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        return ray.intersects(plane);
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    }
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    inline RayTestResult Math::intersects(const Ray& ray, const Sphere& sphere, bool discardInside)
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    {
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        return ray.intersects(sphere, discardInside);
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    }
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    /** @} */
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    /** @} */
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}
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#endif