Package com.badlogic.gdx.math.collision

Source Code of com.badlogic.gdx.math.collision.Ray

/*******************************************************************************
* 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);
  }

  /** @deprecated Use {@link #getEndPoint(Vector3, float)} instead. Returns the 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 */
  @Deprecated
  public Vector3 getEndPoint (float distance) {
    return getEndPoint(new Vector3(), distance);
  }

  /** 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;
  }
}
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