/* * Copyright (c) 2009-2012 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package com.jme3.terrain.geomipmap.picking; import com.jme3.math.Ray; import com.jme3.math.Vector2f; import com.jme3.math.Vector3f; /** * Works on the XZ plane, with positive Y as up. * * @author Joshua Slack * @author Brent Owens */ public class BresenhamYUpGridTracer { protected Vector3f gridOrigin = new Vector3f(); protected Vector3f gridSpacing = new Vector3f(); protected Vector2f gridLocation = new Vector2f(); protected Vector3f rayLocation = new Vector3f(); protected Ray walkRay = new Ray(); protected Direction stepDirection = Direction.None; protected float rayLength; public static enum Direction { None, PositiveX, NegativeX, PositiveY, NegativeY, PositiveZ, NegativeZ; }; // a "near zero" value we will use to determine if the walkRay is // perpendicular to the grid. protected static float TOLERANCE = 0.0000001f; private int stepXDirection; private int stepZDirection; // from current position along ray private float distToNextXIntersection, distToNextZIntersection; private float distBetweenXIntersections, distBetweenZIntersections; public void startWalk(final Ray walkRay) { // store ray this.walkRay.set(walkRay); // simplify access to direction Vector3f direction = this.walkRay.getDirection(); // Move start point to grid space Vector3f start = this.walkRay.getOrigin().subtract(gridOrigin); gridLocation.x = (int) (start.x / gridSpacing.x); gridLocation.y = (int) (start.z / gridSpacing.z); Vector3f ooDirection = new Vector3f(1.0f / direction.x, 1,1.0f / direction.z); // Check which direction on the X world axis we are moving. if (direction.x > TOLERANCE) { distToNextXIntersection = ((gridLocation.x + 1) * gridSpacing.x - start.x) * ooDirection.x; distBetweenXIntersections = gridSpacing.x * ooDirection.x; stepXDirection = 1; } else if (direction.x < -TOLERANCE) { distToNextXIntersection = (start.x - (gridLocation.x * gridSpacing.x)) * -direction.x; distBetweenXIntersections = -gridSpacing.x * ooDirection.x; stepXDirection = -1; } else { distToNextXIntersection = Float.MAX_VALUE; distBetweenXIntersections = Float.MAX_VALUE; stepXDirection = 0; } // Check which direction on the Z world axis we are moving. if (direction.z > TOLERANCE) { distToNextZIntersection = ((gridLocation.y + 1) * gridSpacing.z - start.z) * ooDirection.z; distBetweenZIntersections = gridSpacing.z * ooDirection.z; stepZDirection = 1; } else if (direction.z < -TOLERANCE) { distToNextZIntersection = (start.z - (gridLocation.y * gridSpacing.z)) * -direction.z; distBetweenZIntersections = -gridSpacing.z * ooDirection.z; stepZDirection = -1; } else { distToNextZIntersection = Float.MAX_VALUE; distBetweenZIntersections = Float.MAX_VALUE; stepZDirection = 0; } // Reset some variables rayLocation.set(start); rayLength = 0.0f; stepDirection = Direction.None; } public void next() { // Walk us to our next location based on distances to next X or Z grid // line. if (distToNextXIntersection < distToNextZIntersection) { rayLength = distToNextXIntersection; gridLocation.x += stepXDirection; distToNextXIntersection += distBetweenXIntersections; switch (stepXDirection) { case -1: stepDirection = Direction.NegativeX; break; case 0: stepDirection = Direction.None; break; case 1: stepDirection = Direction.PositiveX; break; } } else { rayLength = distToNextZIntersection; gridLocation.y += stepZDirection; distToNextZIntersection += distBetweenZIntersections; switch (stepZDirection) { case -1: stepDirection = Direction.NegativeZ; break; case 0: stepDirection = Direction.None; break; case 1: stepDirection = Direction.PositiveZ; break; } } rayLocation.set(walkRay.direction).multLocal(rayLength).addLocal(walkRay.origin); } public Direction getLastStepDirection() { return stepDirection; } public boolean isRayPerpendicularToGrid() { return stepXDirection == 0 && stepZDirection == 0; } public Vector2f getGridLocation() { return gridLocation; } public Vector3f getGridOrigin() { return gridOrigin; } public Vector3f getGridSpacing() { return gridSpacing; } public void setGridLocation(Vector2f gridLocation) { this.gridLocation = gridLocation; } public void setGridOrigin(Vector3f gridOrigin) { this.gridOrigin = gridOrigin; } public void setGridSpacing(Vector3f gridSpacing) { this.gridSpacing = gridSpacing; } }