/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on
* an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the
* specific language governing permissions and limitations under the License.
******************************************************************************/
package com.badlogic.gdx.math.collision;
import java.io.Serializable;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector3;
/**
* Encapsulates a ray having a starting position and a unit length direction.
*
* @author badlogicgames@gmail.com
*/
public class Ray implements Serializable {
private static final long serialVersionUID = -620692054835390878L;
public final Vector3 origin = new Vector3();
public final Vector3 direction = new Vector3();
/**
* Constructor, sets the starting position of the ray and the direction.
*
* @param origin
* The starting position
* @param direction
* The direction
*/
public Ray(Vector3 origin, Vector3 direction) {
this.origin.set(origin);
this.direction.set(direction).nor();
}
/** @return a copy of this ray. */
public Ray cpy() {
return new Ray(this.origin, this.direction);
}
/**
* Returns and endpoint given the distance. This is calculated as startpoint + distance * direction.
*
* @param distance
* The distance from the end point to the start point.
* @return The end point
*/
public Vector3 getEndPoint(float distance) {
return new Vector3(origin).add(direction.tmp().mul(distance));
}
static Vector3 tmp = new Vector3();
/**
* Multiplies the ray by the given matrix. Use this to transform a ray into another coordinate system.
*
* @param matrix
* The matrix
* @return This ray for chaining.
*/
public Ray mul(Matrix4 matrix) {
tmp.set(origin).add(direction);
tmp.mul(matrix);
origin.mul(matrix);
direction.set(tmp.sub(origin));
return this;
}
/** {@inheritDoc} */
public String toString() {
return "ray [" + origin + ":" + direction + "]";
}
/**
* Sets the starting position and the direction of this ray.
*
* @param origin
* The starting position
* @param direction
* The direction
* @return this ray for chaining
*/
public Ray set(Vector3 origin, Vector3 direction) {
this.origin.set(origin);
this.direction.set(direction);
return this;
}
/**
* Sets this ray from the given starting position and direction.
*
* @param x
* The x-component of the starting position
* @param y
* The y-component of the starting position
* @param z
* The z-component of the starting position
* @param dx
* The x-component of the direction
* @param dy
* The y-component of the direction
* @param dz
* The z-component of the direction
* @return this ray for chaining
*/
public Ray set(float x, float y, float z, float dx, float dy, float dz) {
this.origin.set(x, y, z);
this.direction.set(dx, dy, dz);
return this;
}
/**
* Sets the starting position and direction from the given ray
*
* @param ray
* The ray
* @return This ray for chaining
*/
public Ray set(Ray ray) {
this.origin.set(ray.origin);
this.direction.set(ray.direction);
return this;
}
}