/***********************************************************************
* mt4j Copyright (c) 2008 - 2009 C.Ruff, Fraunhofer-Gesellschaft All rights reserved.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
***********************************************************************/
package org.mt4j.util.math;
/**
* The Class Ray.
*
* @author C.Ruff
*/
public class Ray {
/** The ray start point. */
private Vector3D rayStartPoint;
/** The point in ray direction. */
private Vector3D pointInRayDirection;
/** The ray direction. */
private Vector3D rayDirection;
/**
* Instantiates a new ray.
*
* @param ray the ray
*/
public Ray(Ray ray){
super();
this.rayStartPoint = ray.getRayStartPoint().getCopy();
this.pointInRayDirection = ray.getPointInRayDirection().getCopy();
}
/**
* Instantiates a new ray.
*
* @param rayStartPoint the ray start point
* @param pointInRayDirection the point in ray direction
*/
public Ray(Vector3D rayStartPoint, Vector3D pointInRayDirection) {
super();
this.rayStartPoint = rayStartPoint;
this.pointInRayDirection = pointInRayDirection;
}
/**
* Gets the ray direction.
*
* @return the ray direction
*/
public Vector3D getRayDirection(){
Vector3D rayDirectionVect = pointInRayDirection.getSubtracted(rayStartPoint);
return rayDirectionVect;
}
/**
* Gets the ray direction normalized.
*
* @return the ray direction normalized
*/
public Vector3D getRayDirectionNormalized(){
return getRayDirection().normalizeLocal();
}
/**
* Gets the point in ray direction.
*
* @return the point in ray direction
*/
public Vector3D getPointInRayDirection() {
return pointInRayDirection;
}
/**
* Sets the point in ray direction.
*
* @param pointInRayDirection the new point in ray direction
*/
public void setPointInRayDirection(Vector3D pointInRayDirection) {
this.pointInRayDirection = pointInRayDirection;
}
/**
* Gets the ray start point.
*
* @return the ray start point
*/
public Vector3D getRayStartPoint() {
return rayStartPoint;
}
/**
* Sets the ray start point.
*
* @param rayStartPoint the new ray start point
*/
public void setRayStartPoint(Vector3D rayStartPoint) {
this.rayStartPoint = rayStartPoint;
}
/**
* Transforms the ray.
* The direction vector is multiplied with the transpose of the matrix.
*
* @param m the m
*/
public void transform(Matrix m){
rayStartPoint.transform(m);
// pointInRayDirection.transformNormal(m);
// pointInRayDirection.normalize(); //FIXME TRIAL REMOVE? NO oder vielleicht gleich bei transformNOrmal mit rein?
//
// pointInRayDirection = rayStartPoint.plus(pointInRayDirection);
pointInRayDirection.transform(m);
}
/**
* Calculates and returns the direction vector.
* This is calced by subtracting the rayStartpoint from the point in the rays direction.
*
* @return the direction
*/
public Vector3D getDirection(){
return pointInRayDirection.getSubtracted(rayStartPoint);
}
/**
* Returns a new ray, transformed by the matrix.
*
* @param ray the ray
* @param m the m
*
* @return the transformed ray
*/
public static Ray getTransformedRay(Ray ray, Matrix m){
// if (!Matrix.equalIdentity(m)){
//Get a copy of the origonal ray
Ray transformedRay = new Ray(ray);
transformedRay.transform(m);
return transformedRay;
// }else{
// return ray;
// }
}
@Override
public String toString(){
return "Ray start: " + this.rayStartPoint + " PointInRayDirection: " + this.pointInRayDirection + " " + super.toString();
}
}