beevee: ray: make Ray's fields public

This commit is contained in:
Bruno BELANYI 2020-03-24 20:27:44 +01:00
parent 566a9b198d
commit 6d39682feb
1 changed files with 3 additions and 93 deletions

View File

@ -10,11 +10,11 @@ use std::fmt::{Display, Formatter, Result};
#[derive(Copy, Clone, Debug, PartialEq)]
pub struct Ray {
/// The point of origin of the ray.
origin: Point,
pub origin: Point,
/// A unit vector representing the direction of the ray.
direction: Unit<Vector>,
pub direction: Unit<Vector>,
/// The inverse of each coefficient of the ray's direction.
inv_direction: Vector,
pub inv_direction: Vector,
}
impl Ray {
@ -39,96 +39,6 @@ impl Ray {
}
}
/// Change the [`Point`] of origin a the [`Ray`] and return the new value.
///
/// [`Point`]: ../type.Point.html
/// [`Ray`]: struct.Ray.html
///
/// # Examples
/// ```
/// # use beevee::{Point, Vector};
/// # use beevee::ray::Ray;
///
/// let ray = Ray::new(Point::origin(), Vector::x_axis());
/// let new_origin = Point::new(0., 1., 2.);
/// let new_ray = ray.with_origin(new_origin);
///
/// assert_eq!(new_ray, Ray::new(new_origin, Vector::x_axis()));
/// ```
#[must_use]
pub fn with_origin(&self, origin: Point) -> Self {
let mut ans = *self;
ans.with_origin_mut(origin);
ans
}
/// Mutably change the [`Point`] of origin a the [`Ray`].
///
/// [`Point`]: ../type.Point.html
/// [`Ray`]: struct.Ray.html
///
/// # Examples
/// ```
/// # use beevee::{Point, Vector};
/// # use beevee::ray::Ray;
///
/// let mut ray = Ray::new(Point::origin(), Vector::x_axis());
/// let new_origin = Point::new(0., 1., 2.);
///
/// ray.with_origin_mut(new_origin);
///
/// assert_eq!(ray, Ray::new(new_origin, Vector::x_axis()));
/// ```
pub fn with_origin_mut(&mut self, origin: Point) -> &mut Self {
self.origin = origin;
self
}
/// Change the [`Vector`] of direction a the [`Ray`] and return the new value.
///
/// [`Vector`]: ../type.Vector.html
/// [`Ray`]: struct.Ray.html
///
/// # Examples
/// ```
/// # use beevee::{Point, Vector};
/// # use beevee::ray::Ray;
///
/// let ray = Ray::new(Point::origin(), Vector::x_axis());
/// let new_direction = Vector::y_axis();
/// let new_ray = ray.with_direction(new_direction);
///
/// assert_eq!(new_ray, Ray::new(Point::origin(), new_direction));
/// ```
#[must_use]
pub fn with_direction(&self, direction: Unit<Vector>) -> Self {
let mut ans = *self;
ans.with_direction_mut(direction);
ans
}
/// Mutable change the [`Vector`] of direction a the [`Ray`].
///
/// [`Vector`]: ../type.Vector.html
/// [`Ray`]: struct.Ray.html
///
/// # Examples
/// ```
/// # use beevee::{Point, Vector};
/// # use beevee::ray::Ray;
///
/// let mut ray = Ray::new(Point::origin(), Vector::x_axis());
/// let new_direction = Vector::y_axis();
/// ray.with_direction_mut(new_direction);
///
/// assert_eq!(ray, Ray::new(Point::origin(), new_direction));
/// ```
pub fn with_direction_mut(&mut self, direction: Unit<Vector>) -> &mut Self {
self.direction = direction;
self.inv_direction = Vector::new(1. / direction.x, 1. / direction.y, 1. / direction.z);
self
}
/// Return the distance to intersect with an [`AABB`], or [`None`] if there's no intersection.
///
/// [`AABB`]: ../aabb/struct.AABB.html