#region Using Statements using System; #endregion // Using Statements #region License // // This file is part of the ANX.Framework created by the "ANX.Framework developer group". // // This file is released under the Ms-PL license. // // // // Microsoft Public License (Ms-PL) // // This license governs use of the accompanying software. If you use the software, you accept this license. // If you do not accept the license, do not use the software. // // 1.Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning // here as under U.S. copyright law. // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2.Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations // in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to // reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution // or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in // section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed // patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution // in the software or derivative works of the contribution in the software. // // 3.Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your // patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or // object code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees, // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the // extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a // particular purpose and non-infringement. #endregion // License namespace ANX.Framework { public struct Ray : IEquatable { #region fields /// /// The direction this ray is pointing to. /// public Vector3 Direction; /// /// Starting position of the ray. /// public Vector3 Position; #endregion #region constructors /// /// Initializes a new instance of the struct. /// /// The position. /// The direction. public Ray(Vector3 position, Vector3 direction) { this.Direction = direction; this.Position = position; } #endregion #region public methods /// /// Returns a hash code for this instance. /// /// /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. /// 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 */ /// /// Test if this intersects with the specified . /// /// The box. /// Distance from start to interesection points public Nullable Intersects(BoundingBox box) { Nullable result; this.Intersects(ref box, out result); return result; } /// /// Test if this intersects with the specified . /// /// The box. /// The result. public void Intersects(ref BoundingBox box, out Nullable result) { throw new Exception("method has not yet been implemented"); } /// /// Test if this intersects with the specified . /// /// The box. /// Distance from start to interesection points public Nullable Intersects(BoundingFrustum frustum) { Nullable result; this.Intersects(ref frustum, out result); return result; } /// /// Test if this intersects with the specified . /// /// The frustum. /// The result. public void Intersects(ref BoundingFrustum frustum, out Nullable result) { throw new Exception("method has not yet been implemented"); } /// /// Test if this intersects with the specified . /// /// The sphere. /// /// Distance from start to interesection points /// public Nullable Intersects(BoundingSphere sphere) { Nullable result; this.Intersects(ref sphere, out result); return result; } /// /// Test if this intersects with the specified . /// /// The sphere. /// The result. public void Intersects(ref BoundingSphere sphere, out Nullable 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); } /// /// Test if this intersects with the specified . /// /// The plane. /// /// Distance from start to interesection points /// public Nullable Intersects(Plane plane) { Nullable result; this.Intersects(ref plane, out result); return result; } /// /// Test if this intersects with the specified . /// /// The plane. /// The result. public void Intersects(ref Plane plane, out Nullable 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(); } /// /// Returns a that represents this instance. /// /// /// A that represents this instance. /// public override string ToString() { var currentCulture = System.Globalization.CultureInfo.CurrentCulture; return string.Format(currentCulture, "{{Position:{0} Direction:{1}}}", new object[] { this.Position.ToString(), this.Direction.ToString() }); } #endregion #region operator overloading /// /// Implements the operator ==. /// /// First value /// Second value /// /// The result of the operator. /// public static bool operator ==(Ray a, Ray b) { return a.Direction == b.Direction && a.Position == b.Position; } /// /// Implements the operator !=. /// /// First value /// Second value /// /// The result of the operator. /// public static bool operator !=(Ray a, Ray b) { return a.Direction != b.Direction || a.Position != b.Position; } #endregion #region IEquatable implementation /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// /// true if the specified is equal to this instance; otherwise, false. /// public override bool Equals(Object obj) { if (obj is Ray) { return this.Equals((Ray)obj); } return false; } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// /// true if the specified is equal to this instance; otherwise, false. /// public bool Equals(Ray other) { return this.Direction == other.Direction && this.Position == other.Position; } #endregion } }