/*
* __ .__ .__ ._____.
* _/ |_ _______ __|__| ____ | | |__\_ |__ ______
* \ __\/ _ \ \/ / |/ ___\| | | || __ \ / ___/
* | | ( <_> > <| \ \___| |_| || \_\ \\___ \
* |__| \____/__/\_ \__|\___ >____/__||___ /____ >
* \/ \/ \/ \/
*
* Copyright (c) 2006-2011 Karsten Schmidt
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* http://creativecommons.org/licenses/LGPL/2.1/
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
package spimedb.util.geom;
import spimedb.util.math.MathUtils;
public class Ray3DIntersector implements Intersector3D {
public Ray3D ray;
private final IsectData3D isec;
public Ray3DIntersector(Ray3D ray) {
this.ray = ray;
isec = new IsectData3D();
}
public IsectData3D getIntersectionData() {
return isec;
}
public boolean intersectsRay(Ray3D other) {
Vec3D n = ray.dir.cross(other.dir);
Vec3D sr = ray.sub(other);
float absX = Math.abs(n.x);
float absY = Math.abs(n.y);
float absZ = Math.abs(n.z);
float t;
if (absZ > absX && absZ > absY) {
t = (sr.x * other.dir.y - sr.y * other.dir.x) / n.z;
} else if (absX > absY) {
t = (sr.y * other.dir.z - sr.z * other.dir.y) / n.x;
} else {
t = (sr.z * other.dir.x - sr.x * other.dir.z) / n.y;
}
isec.isIntersection = (t <= MathUtils.EPS && !Float.isInfinite(t));
isec.pos = ray.getPointAtDistance(-t);
return isec.isIntersection;
}
}