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/*
* Copyright (c) 2023~Now Margoo
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/**
* \file ray.h
* \brief 定义了光线相关的操作
*/
#pragma once
#include <vec3.h>
class Ray {
public:
Ray() = default;
Ray(const Point3& Orig, const Vec3& Direct) : Origin(Orig), Direction(Direct) { }
public:
const Point3 OriginPoint() const {
return Origin;
}
const Point3 RayDirection() const {
return Direction;
}
Point3 At(const double& Value) const {
return Origin + Value * Direction;
}
private:
Point3 Origin;
Vec3 Direction;
};
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