/******************************************************************************* * 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(); public Ray () { } /** 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 the endpoint given the distance. This is calculated as startpoint + distance * direction. * @param out The vector to set to the result * @param distance The distance from the end point to the start point. * @return The out param */ public Vector3 getEndPoint (final Vector3 out, final float distance) { return out.set(direction).scl(distance).add(origin); } 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; } @Override public boolean equals (Object o) { if (o == this) return true; if (o == null || o.getClass() != this.getClass()) return false; Ray r = (Ray)o; return this.direction.equals(r.direction) && this.origin.equals(r.origin); } @Override public int hashCode () { final int prime = 73; int result = 1; result = prime * result + this.direction.hashCode(); result = prime * result + this.origin.hashCode(); return result; } }