ruby_math/geometry/
ray.rs

1#![allow(dead_code)]
2
3use std::fmt::Display;
4
5use crate::algebra::{Mat4d, Transform, Transformable, Vec3d};
6
7#[derive(Clone, Copy, PartialEq, Debug)]
8pub struct Ray {
9    origin: Vec3d,
10    direction: Vec3d,
11}
12
13pub fn ray(origin: Vec3d, direction: Vec3d) -> Ray {
14    Ray::new(origin, direction)
15}
16
17impl Display for Ray {
18    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
19        write!(
20            f,
21            "Ray(origin: ({}, {}, {}), direction: ({}, {}, {}))",
22            self.origin.x(),
23            self.origin.y(),
24            self.origin.z(),
25            self.direction.x(),
26            self.direction.y(),
27            self.direction.z()
28        )
29    }
30}
31
32impl Default for Ray {
33    fn default() -> Self {
34        Self {
35            origin: Vec3d::default(),
36            direction: Vec3d::default(),
37        }
38    }
39}
40
41impl Ray {
42    pub fn new(origin: Vec3d, direction: Vec3d) -> Self {
43        let direction = direction.normalize();
44        Self { origin, direction }
45    }
46
47    pub fn at(&self, t: f64) -> Vec3d {
48        self.origin + t * self.direction
49    }
50}
51
52impl Ray {
53    pub fn origin(&self) -> Vec3d {
54        self.origin
55    }
56
57    pub fn set_origin(mut self, origin: Vec3d) -> Self {
58        self.origin = origin;
59        self
60    }
61
62    pub fn direction(&self) -> Vec3d {
63        self.direction
64    }
65
66    pub fn set_direction(mut self, direction: Vec3d) -> Self {
67        self.direction = direction;
68        self
69    }
70}
71
72impl Transformable for Ray {
73    fn apply(&self, transform: Transform) -> Self {
74        let origin = transform.transform_point3d(self.origin);
75        let direction = transform.transform_vector3d(self.direction);
76        Self::new(origin, direction)
77    }
78
79    fn apply_matrix4d(&self, matrix: Mat4d) -> Self {
80        let t = Transform::from_matrix4d(matrix);
81        let origin = t.transform_point3d(self.origin);
82        let direction = t.transform_vector3d(self.direction);
83        Self::new(origin, direction)
84    }
85}