/** * Ray.java * * Copyright (c) 2013-2016, F(X)yz * 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 F(X)yz, any associated website, 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 F(X)yz 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 org.fxyz3d.geometry; import javafx.geometry.Point3D; /** * <br>Simple Ray class.<br> * Allowing for a variety of performance and productivity enhancements.<br> * Following up on Jose Pereda's RayTest intersection example in the Tests package * * @author Jason Pollastrini aka jdub1581 */ public class Ray { private Point3D direction, origin, position; private Ray() { } /** * Constructs a Ray with origin and direction * @param orig the origin point of the Ray * @param dir direction of the Ray */ public Ray(Point3D orig, Point3D dir) { this.origin = orig; this.direction = dir; } /** * * @return origin of the Ray */ public Point3D getOrigin() { return origin; } private void setOrigin(Point3D origin) { this.origin = origin; } /** * * @return Position of the Ray <br> If projection has not been performed returns origin; */ public Point3D getPosition() { return position != null ? position : origin; } private void setPosition(Point3D position) { this.position = position; } /** * * @return direction of the Ray */ public Point3D getDirection() { return direction; } private void setDirection(Point3D direction) { this.direction = direction; } /* Methods */ /** * Projects the Ray from <code>origin</code> along <code>direction</code> by <code>distance</code> * @param distance * @return projected position */ public Point3D project(double distance){ setPosition(getOrigin().add((getDirection().normalize().multiply(distance)))); return getPosition(); } /** * Projects the Ray from new <code>origin</code> along <code>direction</code> by <code>distance</code> * using the original direction. <br> * Useful for objects moving in a constant direction. * @param orig the new origin point * @param dist distance to project ray * @return sets origin and returns projected position */ public Point3D reProject(Point3D orig, double dist){ setOrigin(orig); setPosition(getOrigin().add((getDirection().normalize().multiply(dist)))); return getPosition(); } /** * Projects the Ray from new <code>origin</code> along <code>direction</code> by <code>distance</code> * @param orig the new origin point * @param dir the new direction of travel * @param dist distance to project ray * @return sets origin and returns projected position */ public Point3D setProject(Point3D orig, Point3D dir, double dist){ setOrigin(orig); setDirection(dir); setPosition(getOrigin().add((getDirection().normalize().multiply(dist)))); return getPosition(); } /*========================================================================== TO DO: Consider adding Intersection methods for: ~ node.boundsInParent *with check for meshView ~ TriangleMesh triangles. *performance can potentially be increased by implementing a BVT (bounding volume tree), or an OctTree hierarchy possibly reducing the number of triangle intersection checks. *///======================================================================== @Override public String toString() { return "Ray ::\n" + " origin = " + origin + ",\n direction = " + direction + ",\n position = " + position + "\n"; } }