ray.h

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pastel/geometry/shape/

// 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, int N = Dynamic>
    class Ray
    {
    public:
        using Real_ = Real;
        static constexpr int 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<dreal, 1>;
    using Ray2 = Ray<dreal, 2>;
    using Ray3 = Ray<dreal, 3>;
    using Ray4 = Ray<dreal, 4>;

}

#include "pastel/sys/vector.h"
#include "pastel/sys/vector/vector_tools.h"

namespace Pastel
{

    template <typename Real, int N>
    Ray<Real, N>::Ray()
        : line_()
    {
    }

    template <typename Real, int N>
    Ray<Real, N>::Ray(
        const Vector<Real, N>& position,
        const Vector<Real, N>& unitDirection)
        : line_(position, unitDirection)
    {
    }

    template <typename Real, int N>
    Ray<Real, N>::~Ray()
    {
        PASTEL_STATIC_ASSERT(N == Dynamic || N > 0);
    }

    template <typename Real, int N>
    void Ray<Real, N>::swap(Ray<Real, N>& that)
    {
        line_.swap(that.line_);
    }

    template <typename Real, int N>
    Ray<Real, N>& Ray<Real, N>::operator+=(
        const Vector<Real, N>& translation)
    {
        line_ += translation;
        return *this;
    }

    template <typename Real, int N>
    Ray<Real, N> Ray<Real, N>::operator+(
        const Vector<Real, N>& translation) const
    {
        Ray<Real, N> result(*this);
        result += translation;
        return result;
    }

    template <typename Real, int N>
    Ray<Real, N>& Ray<Real, N>::operator-=(
        const Vector<Real, N>& translation)
    {
        line_ -= translation;
        return *this;
    }

    template <typename Real, int N>
    Ray<Real, N> Ray<Real, N>::operator-(
        const Vector<Real, N>& translation) const
    {
        Ray<Real, N> result(*this);
        result -= translation;
        return result;
    }

    template <typename Real, int N>
    void Ray<Real, N>::set(
        const Vector<Real, N>& position,
        const Vector<Real, N>& unitDirection)
    {
        line_.set(position, unitDirection);
    }

    template <typename Real, int N>
    void Ray<Real, N>::setPosition(
        const Vector<Real, N>& position)
    {
        line_.setPosition(position);
    }

    template <typename Real, int N>
    const Vector<Real, N>& Ray<Real, N>::position() const
    {
        return line_.position();
    }

    template <typename Real, int N>
    void Ray<Real, N>::setDirection(
        const Vector<Real, N>& unitDirection)
    {
        line_.setDirection(unitDirection);
    }

    template <typename Real, int N>
    const Vector<Real, N>& Ray<Real, N>::direction() const
    {
        return line_.direction();
    }

    template <typename Real, int N>
    const Vector<Real, N>& Ray<Real, N>::inverseDirection() const
    {
        return line_.inverseDirection();
    }

    template <typename Real, int N>
    Line<Real, N>& Ray<Real, N>::line()
    {
        return line_;
    }

    template <typename Real, int N>
    const Line<Real, N>& Ray<Real, N>::line() const
    {
        return line_;
    }

    template <typename Real, int N>
    Vector<Real, N> Ray<Real, N>::at(const Real& t) const
    {
        return line_.at(t);
    }

}

#endif