From 9b83919815f6a6ce5d73da1c28483970d0ca5589 Mon Sep 17 00:00:00 2001 From: unknown Date: Wed, 3 Feb 2021 14:22:28 -0600 Subject: added dev/MinGfx/ --- dev/MinGfx/docs/html/ray_8h_source.html | 202 ++++++++++++++++++++++++++++++++ 1 file changed, 202 insertions(+) create mode 100644 dev/MinGfx/docs/html/ray_8h_source.html (limited to 'dev/MinGfx/docs/html/ray_8h_source.html') diff --git a/dev/MinGfx/docs/html/ray_8h_source.html b/dev/MinGfx/docs/html/ray_8h_source.html new file mode 100644 index 0000000..cf44f40 --- /dev/null +++ b/dev/MinGfx/docs/html/ray_8h_source.html @@ -0,0 +1,202 @@ + + + + + + + +MinGfx Toolkit: src/ray.h Source File + + + + + + + + + + + + +
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MinGfx Toolkit +  1.0 +
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A minimal library for writing cross-platform (Windows, OSX, linux) graphics programs.
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ray.h
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+Go to the documentation of this file.
1 /*
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2  This file is part of the MinGfx Project.
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3 
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4  Copyright (c) 2017,2018 Regents of the University of Minnesota.
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5  All Rights Reserved.
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6 
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7  Original Author(s) of this File:
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8  Dan Keefe, 2018, University of Minnesota
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9 
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10  Author(s) of Significant Updates/Modifications to the File:
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11  ...
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12  */
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13 
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14 #ifndef SRC_RAY_H_
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15 #define SRC_RAY_H_
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16 
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17 #include <iostream>
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18 
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19 #include "aabb.h"
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20 #include "point3.h"
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21 #include "vector3.h"
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22 #include "mesh.h"
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23 
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24 
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25 namespace mingfx {
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26 
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27 
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54 class Ray {
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55 public:
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56 
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58  Ray();
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59 
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61  Ray(const Point3 &origin, const Vector3 &direction);
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62 
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64  virtual ~Ray();
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65 
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67  bool operator==(const Ray& other) const;
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68 
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70  bool operator!=(const Ray& other) const;
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71 
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73  float Length() const;
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74 
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81  bool IntersectPlane(const Point3 &planePt, const Vector3 &planeNormal,
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82  float *iTime, Point3 *iPoint) const;
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83 
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90  bool IntersectTriangle(const Point3 &v1, const Point3 &v2, const Point3 &v3,
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91  float *iTime, Point3 *iPoint) const;
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92 
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99  bool IntersectQuad(const Point3 &v1, const Point3 &v2, const Point3 &v3, const Point3 &v4,
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100  float *iTime, Point3 *iPoint) const;
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101 
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106  bool IntersectSphere(const Point3 &center, float radius,
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107  float *iTime, Point3 *iPoint) const;
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108 
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114  bool IntersectMesh(const Mesh &mesh, float *iTime,
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115  Point3 *iPoint, int *iTriangleID) const;
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116 
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126  bool FastIntersectMesh(Mesh *mesh, float *iTime,
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127  Point3 *iPoint, int *iTriangleID) const;
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128 
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142  bool IntersectAABB(const AABB &box, float *iTime) const;
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143 
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145  Point3 origin() const;
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146 
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149 
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151  void set(Point3 newOrigin, Vector3 newDir);
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152 
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153 private:
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154  Point3 p_;
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155  Vector3 d_;
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156 };
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157 
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158 
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159 // --- Stream operators ---
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160 
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161 std::ostream & operator<< ( std::ostream &os, const Ray &r);
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162 std::istream & operator>> ( std::istream &is, Ray &r);
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163 
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164 
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165 } // end namespace
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166 
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167 #endif
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A 3D axis-aligned bounding box defined by two corners (min and max).
Definition: aabb.h:31
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A triangle mesh data structure that can be rendered with a ShaderProgram like DefaultShader.
Definition: mesh.h:127
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A 3D Point with floating point coordinates, used for storing vertices and all sorts of other 3D graph...
Definition: point3.h:52
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Stores the mathematical object of a ray that begins at an origin (a 3D point) and points in a directi...
Definition: ray.h:54
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bool IntersectTriangle(const Point3 &v1, const Point3 &v2, const Point3 &v3, float *iTime, Point3 *iPoint) const
Checks to see if the ray intersects a triangle defined by the vertices v1, v2, and v3.
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Point3 origin() const
Returns the origin.
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bool IntersectQuad(const Point3 &v1, const Point3 &v2, const Point3 &v3, const Point3 &v4, float *iTime, Point3 *iPoint) const
Checks to see if the ray intersects a quad defined by the vertices v1, v2, v3, and v4.
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float Length() const
Returns the length of the direction vector.
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bool IntersectAABB(const AABB &box, float *iTime) const
Checks to see if the ray intersects an AABB (Axis-Aligned Bounding Box).
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void set(Point3 newOrigin, Vector3 newDir)
Sets a new origin and direction.
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bool IntersectMesh(const Mesh &mesh, float *iTime, Point3 *iPoint, int *iTriangleID) const
Checks to see if the ray intersects a triangle mesh.
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Vector3 direction() const
Returns the direction.
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bool IntersectPlane(const Point3 &planePt, const Vector3 &planeNormal, float *iTime, Point3 *iPoint) const
Checks to see if the ray intersects a plane defined by a point and a normal.
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bool operator==(const Ray &other) const
Check for "equality", taking floating point imprecision into account.
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bool IntersectSphere(const Point3 &center, float radius, float *iTime, Point3 *iPoint) const
Checks to see if the ray intersects a sphere defined by a center point and a radius.
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Ray(const Point3 &origin, const Vector3 &direction)
Creates a ray from a 3D origin and direction.
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bool operator!=(const Ray &other) const
Check for "inequality", taking floating point imprecision into account.
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virtual ~Ray()
Ray destructor.
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bool FastIntersectMesh(Mesh *mesh, float *iTime, Point3 *iPoint, int *iTriangleID) const
Checks to see if the ray intersects a triangle mesh.
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Ray()
Defaults to a ray at the origin and pointing in the -Z direction.
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A 3D Vector with floating point coordinates, used for storing normals and all sorts of other 3D graph...
Definition: vector3.h:62
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Namespace for the MinGfx Toolkit.
Definition: aabb.h:21
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std::ostream & operator<<(std::ostream &os, const Color &c)
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std::istream & operator>>(std::istream &is, Color &c)
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+ + + + + -- cgit v1.2.3