using System; using ANX.Framework.NonXNA.Development; // This file is part of the ANX.Framework created by the // "ANX.Framework developer group" and released under the Ms-PL license. // For details see: http://anxframework.codeplex.com/license namespace ANX.Framework { [PercentageComplete(100)] [Developer("floAr")] [TestState(TestStateAttribute.TestState.InProgress)] public struct Ray : IEquatable<Ray> { #region fields /// <summary> /// The direction this ray is pointing to. /// </summary> public Vector3 Direction; /// <summary> /// Starting position of the ray. /// </summary> public Vector3 Position; #endregion #region constructors /// <summary> /// Initializes a new instance of the <see cref="Ray"/> struct. /// </summary> /// <param name="position">The position.</param> /// <param name="direction">The direction.</param> public Ray(Vector3 position, Vector3 direction) { this.Direction = direction; this.Position = position; } #endregion #region public methods /// <summary> /// Returns a hash code for this instance. /// </summary> /// <returns> /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. /// </returns> public override int GetHashCode() { return Position.GetHashCode() + Direction.GetHashCode(); } /* * Source for implementation : * http://www-gs.informatik.tu-cottbus.de/projektstudium2006/doku/Strahlen_in_der_CG.pdf */ /// <summary> /// Test if this <see cref="Ray"/> intersects with the specified <see cref="BoundingBox"/>. /// </summary> /// <param name="box">The box.</param> /// <returns>Distance from <see cref="Ray"/> start to interesection points</returns> public Nullable<float> Intersects(BoundingBox box) { Nullable<float> result; this.Intersects(ref box, out result); return result; } /// <summary> /// Test if this <see cref="Ray"/> intersects with the specified <see cref="BoundingBox"/>. /// </summary> /// <param name="box">The box.</param> /// <param name="result">The result.</param> public void Intersects(ref BoundingBox box, out Nullable<float> result) { box.Intersects(ref this, out result); } /// <summary> /// Test if this <see cref="Ray"/> intersects with the specified <see cref="BoundingFrustum"/>. /// </summary> /// <param name="frustum">The box.</param> /// <returns>Distance from <see cref="Ray"/> start to interesection points</returns> public Nullable<float> Intersects(BoundingFrustum frustum) { if (frustum == null) { throw new ArgumentNullException("frustum"); } return frustum.Intersects(this); } /// <summary> /// Test if this <see cref="Ray"/> intersects with the specified <see cref="BoundingSphere"/>. /// </summary> /// <param name="sphere">The sphere.</param> /// <returns> /// Distance from <see cref="Ray"/> start to interesection points /// </returns> public Nullable<float> Intersects(BoundingSphere sphere) { Nullable<float> result; this.Intersects(ref sphere, out result); return result; } /// <summary> /// Test if this <see cref="Ray"/> intersects with the specified <see cref="BoundingSphere"/>. /// </summary> /// <param name="sphere">The sphere.</param> /// <param name="result">The result.</param> public void Intersects(ref BoundingSphere sphere, out Nullable<float> result) { Vector3 toSphere = Vector3.Subtract(sphere.Center, this.Position); float lengthSquaredToSphere = toSphere.LengthSquared(); float sphereRadiusSquared = sphere.Radius * sphere.Radius; //project the distance to the Sphere onto the Ray float toSphereOnRay = Vector3.Dot(this.Direction, toSphere); //ray starts in sphere if (lengthSquaredToSphere <= sphereRadiusSquared) { result = 0; return; } //if toSphere and this.Direction pointing in different directions if (toSphereOnRay < 0) { result = null; return; } float dist = sphereRadiusSquared + toSphereOnRay * toSphereOnRay - lengthSquaredToSphere; result = (dist < 0) ? null : toSphereOnRay - (float?)Math.Sqrt(dist); } /// <summary> /// Test if this <see cref="Ray"/> intersects with the specified <see cref="Plane"/>. /// </summary> /// <param name="plane">The plane.</param> /// <returns> /// Distance from <see cref="Ray"/> start to interesection points /// </returns> public Nullable<float> Intersects(Plane plane) { Nullable<float> result; this.Intersects(ref plane, out result); return result; } /// <summary> /// Test if this <see cref="Ray"/> intersects with the specified <see cref="Plane"/>. /// </summary> /// <param name="plane">The plane.</param> /// <param name="result">The result.</param> public void Intersects(ref Plane plane, out Nullable<float> result) { //http://www.cs.toronto.edu/~smalik/418/tutorial8_ray_primitive_intersections.pdf float vd = Vector3.Dot(plane.Normal, this.Direction); //As plane and Ray are infinitiv it intersects in every case, except the ray is parrales to the plane //no intersection if ray direction and plane normal are orthogional to each other if (vd == 0) { result = null; return; } float v0 = -Vector3.Dot(plane.Normal, this.Position) + plane.D; float t = v0 / vd; result=(this.Direction*t).Length(); } /// <summary> /// Returns a <see cref="System.String"/> that represents this instance. /// </summary> /// <returns> /// A <see cref="System.String"/> that represents this instance. /// </returns> public override string ToString() { // This may look a bit more ugly, but String.Format should // be avoided cause of it's bad performance! return "{Position:" + Position.ToString() + " Direction:" + Direction.ToString() + "}"; } #endregion #region operator overloading /// <summary> /// Implements the operator ==. /// </summary> /// <param name="a">First value</param> /// <param name="b">Second value</param> /// <returns> /// The result of the operator. /// </returns> public static bool operator ==(Ray a, Ray b) { return a.Direction == b.Direction && a.Position == b.Position; } /// <summary> /// Implements the operator !=. /// </summary> /// <param name="a">First value</param> /// <param name="b">Second value</param> /// <returns> /// The result of the operator. /// </returns> public static bool operator !=(Ray a, Ray b) { return a.Direction != b.Direction || a.Position != b.Position; } #endregion #region IEquatable implementation /// <summary> /// Determines whether the specified <see cref="System.Object"/> is equal to this instance. /// </summary> /// <param name="obj">The <see cref="System.Object"/> to compare with this instance.</param> /// <returns> /// <c>true</c> if the specified <see cref="System.Object"/> is equal to this instance; otherwise, <c>false</c>. /// </returns> public override bool Equals(Object obj) { if (obj is Ray) { return this.Equals((Ray)obj); } return false; } /// <summary> /// Determines whether the specified <see cref="Ray"/> is equal to this instance. /// </summary> /// <param name="obj">The <see cref="Ray"/> to compare with this instance.</param> /// <returns> /// <c>true</c> if the specified <see cref="Ray"/> is equal to this instance; otherwise, <c>false</c>. /// </returns> public bool Equals(Ray other) { return this.Direction == other.Direction && this.Position == other.Position; } #endregion } }