// Description: Ray
#ifndef PASTELGEOMETRY_RAY_H
#define PASTELGEOMETRY_RAY_H
#include "pastel/geometry/shape/line.h"
#include "pastel/sys/vector.h"
#include "pastel/sys/tuple.h"
namespace Pastel
{
//! A ray.
/*!
For performance reasons it must be required that
the ray direction always be of unit length.
This is not enforced by the system but is required
by the algorithms.
*/
template <typename Real, integer N = Dynamic>
class Ray
{
public:
using Real_ = Real;
static constexpr integer N_ = N;
// Using default copy constructor.
// Using default assignment.
// Using default destructor.
//! Construct a ray parallel to x-axis.
Ray();
//! Construct a ray given position and direction.
Ray(const Vector<Real, N>& position,
const Vector<Real, N>& unitDirection);
// Used for concept checking.
~Ray();
//! Swaps two rays.
void swap(Ray<Real, N>& that);
//! Translates the ray by the given vector.
Ray<Real, N>& operator+=(
const Vector<Real, N>& translation);
//! Returns the ray translated by the given vector.
Ray<Real, N> operator+(
const Vector<Real, N>& translation) const;
//! Translates the ray backwards by the given vector.
Ray<Real, N>& operator-=(
const Vector<Real, N>& translation);
//! Returns the ray translated backwards by the given vector.
Ray<Real, N> operator-(
const Vector<Real, N>& translation) const;
//! Sets the position and direction of the ray.
void set(const Vector<Real, N>& position,
const Vector<Real, N>& unitDirection);
//! Sets the position of the ray.
void setPosition(const Vector<Real, N>& position);
//! Returns the position of the ray.
const Vector<Real, N>& position() const;
//! Sets the direction of the ray.
void setDirection(const Vector<Real, N>& unitDirection);
//! Returns the direction of the ray.
const Vector<Real, N>& direction() const;
//! Returns the direction of the ray inverted.
/*!
Inversion is done component-wise. This caching
is meant to enable faster algorithms since
division is costly to compute.
*/
const Vector<Real, N>& inverseDirection() const;
Line<Real, N>& line();
const Line<Real, N>& line() const;
//! Returns the point (position + t * direction).
Vector<Real, N> at(const Real& t) const;
private:
Line<Real, N> line_;
};
using Ray1 = Ray<real, 1>;
using Ray2 = Ray<real, 2>;
using Ray3 = Ray<real, 3>;
using Ray4 = Ray<real, 4>;
}
#include "pastel/geometry/shape/ray.hpp"
#endif