SND\GinieDp_cp 1dafda1067 - Added tests for the Design namespace
- Fixed all ToString methods
- Fixed some GetHashcode methods
2011-11-16 22:35:53 +00:00

301 lines
12 KiB
C#

#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<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)
{
throw new Exception("method has not yet been implemented");
}
/// <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)
{
Nullable<float> result;
this.Intersects(ref frustum, out result);
return result;
}
/// <summary>
/// Test if this <see cref="Ray"/> intersects with the specified <see cref="BoundingFrustum"/>.
/// </summary>
/// <param name="frustum">The frustum.</param>
/// <param name="result">The result.</param>
public void Intersects(ref BoundingFrustum frustum, out Nullable<float> result)
{
throw new Exception("method has not yet been implemented");
}
/// <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()
{
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
/// <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
}
}