#include <Ray.h>
Public Member Functions | |
| Ray () | |
| Ray (const Vector3 &origin, const Vector3 &direction) | |
| Ray (float originX, float originY, float originZ, float dirX, float dirY, float dirZ) | |
| Ray (const Ray ©) | |
| ~Ray () | |
| const Vector3 & | getOrigin () const |
| void | setOrigin (const Vector3 &origin) |
| void | setOrigin (float x, float y, float z) |
| const Vector3 & | getDirection () const |
| void | setDirection (const Vector3 &direction) |
| void | setDirection (float x, float y, float z) |
| float | intersects (const BoundingSphere &sphere) const |
| float | intersects (const BoundingBox &box) const |
| float | intersects (const Frustum &frustum) const |
| float | intersects (const Plane &plane) const |
| void | set (const Vector3 &origin, const Vector3 &direction) |
| void | set (const Ray &ray) |
| void | transform (const Matrix &matrix) |
| Ray & | operator*= (const Matrix &matrix) |
Static Public Attributes | |
| static const int | INTERSECTS_NONE = -1 |
Defines a 3-dimensional ray.
Rays direction vector are always normalized.
Constructs a new ray initialized to origin(0,0,0) and direction(0,0,1).
| gameplay::Ray::Ray | ( | const Vector3 & | origin, |
| const Vector3 & | direction | ||
| ) |
Constructs a new ray initialized to the specified values.
| origin | The ray's origin. |
| direction | The ray's direction. |
| gameplay::Ray::Ray | ( | float | originX, |
| float | originY, | ||
| float | originZ, | ||
| float | dirX, | ||
| float | dirY, | ||
| float | dirZ | ||
| ) |
Constructs a new ray initialized to the specified values.
| originX | The x coordinate of the origin. |
| originY | The y coordinate of the origin. |
| originZ | The z coordinate of the origin. |
| dirX | The x coordinate of the direction. |
| dirY | The y coordinate of the direction. |
| dirZ | The z coordinate of the direction. |
| gameplay::Ray::Ray | ( | const Ray & | copy | ) |
Constructs a new ray from the given ray.
| copy | The ray to copy. |
Destructor.
| const Vector3& gameplay::Ray::getDirection | ( | ) | const |
Gets the ray's direction.
| const Vector3& gameplay::Ray::getOrigin | ( | ) | const |
Gets the ray's origin.
| float gameplay::Ray::intersects | ( | const BoundingSphere & | sphere | ) | const |
Tests whether this ray intersects the specified bounding sphere.
| sphere | The bounding sphere to test intersection with. |
| float gameplay::Ray::intersects | ( | const BoundingBox & | box | ) | const |
Tests whether this ray intersects the specified bounding box.
| box | The bounding box to test intersection with. |
| float gameplay::Ray::intersects | ( | const Frustum & | frustum | ) | const |
Tests whether this ray intersects the specified frustum.
| frustum | The frustum to test intersection with. |
| float gameplay::Ray::intersects | ( | const Plane & | plane | ) | const |
Tests whether this ray intersects the specified plane and returns the distance from the origin of the ray to the plane.
| plane | The plane to test intersection with. |
Transforms this ray by the given matrix.
| matrix | The matrix to transform by. |
| void gameplay::Ray::set | ( | const Vector3 & | origin, |
| const Vector3 & | direction | ||
| ) |
Sets this ray to the specified values.
| origin | The ray's origin. |
| direction | The ray's direction. |
| void gameplay::Ray::set | ( | const Ray & | ray | ) |
Sets this ray to the given ray.
| ray | The ray to copy. |
| void gameplay::Ray::setDirection | ( | const Vector3 & | direction | ) |
Sets the ray's direction to the given vector.
| direction | The new direction vector. |
| void gameplay::Ray::setDirection | ( | float | x, |
| float | y, | ||
| float | z | ||
| ) |
Sets the ray's direction.
| x | The x coordinate of the direction. |
| y | The y coordinate of the direction. |
| z | The z coordinate of the direction. |
| void gameplay::Ray::setOrigin | ( | const Vector3 & | origin | ) |
Sets the ray's origin to the given point.
| origin | The new origin. |
| void gameplay::Ray::setOrigin | ( | float | x, |
| float | y, | ||
| float | z | ||
| ) |
Sets the ray's origin.
| x | The x coordinate of the origin. |
| y | The y coordinate of the origin. |
| z | The z coordinate of the origin. |
| void gameplay::Ray::transform | ( | const Matrix & | matrix | ) |
Transforms this ray by the given transformation matrix.
| matrix | The transformation matrix to transform by. |
const int gameplay::Ray::INTERSECTS_NONE = -1 [static] |
Represents when a 3D entity does not intersect a ray.
1.7.6.1