Example #1
0
namespace Math
{

const Ray3 Ray3::X_AXIS = Ray3(Point4::ORIGIN, Vector4::UNIT_X);
const Ray3 Ray3::Y_AXIS = Ray3(Point4::ORIGIN, Vector4::UNIT_Y);
const Ray3 Ray3::Z_AXIS = Ray3(Point4::ORIGIN, Vector4::UNIT_Z);
  
Ray3::Ray3(void)
  : origin(Point4::ORIGIN), direction(Vector4::UNIT_X)
{
}

Ray3::Ray3(const Point4 &loc, const Vector4 &dir)
  : origin(loc), direction(dir)
{
}

Point4 Ray3::GetPosition(void) const
{
  return origin;
}

void Ray3::SetPosition(const Point4 &position)
{
  origin = position;
}

}
Example #2
0
Ray3 GLUtil::GetMouseRay()
{
    GameEngine *engine = GameEngine::getInstance();
    
    GLdouble m1x,m1y,m1z,m2x,m2y,m2z;
    Vector3 ray_dir;
    Vector3 ray_pos;
    
    GLint viewport[4];
    GLdouble projMatrix[16], mvMatrix[16];
    glGetIntegerv(GL_VIEWPORT,viewport);
    glGetDoublev(GL_MODELVIEW_MATRIX,mvMatrix);
    glGetDoublev(GL_PROJECTION_MATRIX,projMatrix);
    
    //unproject to find actual coordinates
    gluUnProject(engine->m_input->m_cursorX,
                 engine->m_windowHeight - engine->m_input->m_cursorY,
                 0.0f,
                 mvMatrix,
                 projMatrix,
                 viewport,
                 &m1x,&m1y,&m1z);
    gluUnProject(engine->m_input->m_cursorX,
                 engine->m_windowHeight - engine->m_input->m_cursorY,
                 1.0f,
                 mvMatrix,
                 projMatrix,
                 viewport,
                 &m2x,&m2y,&m2z);
    
    ray_pos = Vector3(m1x, m1y, m1z);
    ray_dir = Vector3(m2x, m2y, m2z) - ray_pos;
    ray_dir.normalize(); // maybe not necessary to have a unit direction
    return Ray3(ray_pos, ray_dir);
}
Example #3
0
//=============================================================================
bool Intersect (const Sphere3 & s0, const Vector3 & v0, const Sphere3 & s1, const Vector3 & v1)
{
    return Intersect(
        Ray3(s0.center, v0 - v1),
        Sphere3(s1.center, s0.r + s1.r)
    );
}
Example #4
0
//=============================================================================
bool Intersect (IntersectInfo3 & out, const Sphere3 & s0, const Vector3 & v0, const Sphere3 & s1)
{
    return Intersect(
        out,
        Ray3(s0.center, v0),
        Sphere3(s1.center, s0.r + s1.r)
    );
}
Example #5
0
  TEST_F(Ray3fTest, MethodIntersectPlane)
  {
    // Intersect.
    Ray3 ray(Vec3f(0, 0, 0), Vec3f(0, 0, 1));
    Plane plane(Vec3f(0, 0, 10), Vec3f(0, 0, -1));
    Vec3f intersection;
    bool intersect = ray.intersect(plane, intersection);
    float result[3];
    result[0] = 0;
    result[1] = 0;
    result[2] = 10;
    ASSERT_TRUE(intersect);
    cmpVec3f(result, intersection);

    // Ray pointing away.
    ray = Ray3(Vec3f(0, 0, 0), Vec3f(0, 0, -1));
    plane = Plane(Vec3f(0, 0, 10), Vec3f(0, 0, -1));
    intersect = ray.intersect(plane, intersection);
    ASSERT_TRUE(!intersect);

    // Normal same direction as ray.
    ray = Ray3(Vec3f(0, 0, 0), Vec3f(0, 0, 1));
    plane = Plane(Vec3f(0, 0, 10), Vec3f(0, 0, 1));
    intersect = ray.intersect(plane, intersection);
    result[0] = 0;
    result[1] = 0;
    result[2] = 10;
    ASSERT_TRUE(intersect);
    cmpVec3f(result, intersection);

    // Parallel.
    ray = Ray3(Vec3f(0, 0, 0), Vec3f(0, 0, 1));
    plane = Plane(Vec3f(0, 0, 10), Vec3f(0, 1, 0));
    intersect = ray.intersect(plane, intersection);
    ASSERT_TRUE(!intersect);
  }
Example #6
0
#include "utility.h"
#include "vector3.h"
#include "aabb3.h"
#include "plane.h"
#include "sphere.h"
#include "ray3.h"

#include "ray3.inl"

#if MAGICAL_MATH_CACHED_POOL_ENABLE
#include "CachePool.h"
#endif

NS_MAGICAL_BEGIN

const Ray3 Ray3::Zero = Ray3( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f );
Ray3 Ray3::var = Ray3::Zero;

Ray3::Ray3( float ox, float oy, float oz, float dx, float dy, float dz )
{
	magicalRay3Fill( this, ox, oy, oz, dx, dy, dz );
}

Ray3::Ray3( const Ray3& r3 )
{
	magicalRay3Copy( this, &r3 );
}

Ray3::Ray3( void )
{
	magicalRay3SetZero( this );
Example #7
0
Ray3 PerspectiveCamera::generateRay(float x, float y)
{
	Vec3 r = right.multiply((x-0.5)*fovScale);
	Vec3 u = up.multiply((y-0.5)*fovScale);
	return Ray3(eye, front.add(r).add(u).normalize());
}
Example #8
0
	/// Finds ray from origin of ray after traveling for time t.
	inline Ray3 rayAtTime(float t) const
	{
		return Ray3(origin + dir*t, dir);
	}