U3D
Open-source, cross-platform 2D and 3D game engine built in C++
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#include </var/dev/u3d/stable/Source/Urho3D/Math/Ray.h>
Public Member Functions | |
Ray () noexcept=default | |
Construct a degenerate ray with zero origin and direction. | |
Ray (const Vector3 &origin, const Vector3 &direction) noexcept | |
Construct from origin and direction. The direction will be normalized. | |
Ray (const Ray &ray) noexcept=default | |
Copy-construct from another ray. | |
Ray & | operator= (const Ray &rhs) noexcept=default |
Assign from another ray. | |
bool | operator== (const Ray &rhs) const |
Check for equality with another ray. | |
bool | operator!= (const Ray &rhs) const |
Check for inequality with another ray. | |
void | Define (const Vector3 &origin, const Vector3 &direction) |
Define from origin and direction. The direction will be normalized. | |
Vector3 | Project (const Vector3 &point) const |
Project a point on the ray. | |
float | Distance (const Vector3 &point) const |
Return distance of a point from the ray. | |
Vector3 | ClosestPoint (const Ray &ray) const |
Return closest point to another ray. | |
float | HitDistance (const Plane &plane) const |
Return hit distance to a plane, or infinity if no hit. | |
float | HitDistance (const BoundingBox &box) const |
Return hit distance to a bounding box, or infinity if no hit. | |
float | HitDistance (const Frustum &frustum, bool solidInside=true) const |
Return hit distance to a frustum, or infinity if no hit. If solidInside parameter is true (default) rays originating from inside return zero distance, otherwise the distance to the closest plane. | |
float | HitDistance (const Sphere &sphere) const |
Return hit distance to a sphere, or infinity if no hit. | |
float | HitDistance (const Vector3 &v0, const Vector3 &v1, const Vector3 &v2, Vector3 *outNormal=nullptr, Vector3 *outBary=nullptr) const |
Return hit distance to a triangle, or infinity if no hit. Optionally return hit normal and hit barycentric coordinate at intersect point. | |
float | HitDistance (const void *vertexData, unsigned vertexStride, unsigned vertexStart, unsigned vertexCount, Vector3 *outNormal=nullptr, Vector2 *outUV=nullptr, unsigned uvOffset=0) const |
Return hit distance to non-indexed geometry data, or infinity if no hit. Optionally return hit normal and hit uv coordinates at intersect point. | |
float | HitDistance (const void *vertexData, unsigned vertexStride, const void *indexData, unsigned indexSize, unsigned indexStart, unsigned indexCount, Vector3 *outNormal=nullptr, Vector2 *outUV=nullptr, unsigned uvOffset=0) const |
Return hit distance to indexed geometry data, or infinity if no hit. Optionally return hit normal and hit uv coordinates at intersect point. | |
bool | InsideGeometry (const void *vertexData, unsigned vertexSize, unsigned vertexStart, unsigned vertexCount) const |
Return whether ray is inside non-indexed geometry. | |
bool | InsideGeometry (const void *vertexData, unsigned vertexSize, const void *indexData, unsigned indexSize, unsigned indexStart, unsigned indexCount) const |
Return whether ray is inside indexed geometry. | |
Ray | Transformed (const Matrix3x4 &transform) const |
Return transformed by a 3x4 matrix. This may result in a non-normalized direction. | |
Public Attributes | |
Vector3 | origin_ |
Ray origin. | |
Vector3 | direction_ |
Ray direction. | |
Infinite straight line in three-dimensional space.