301 lines
12 KiB
C#
301 lines
12 KiB
C#
#region Using Statements
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using System;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework
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{
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public struct Ray : IEquatable<Ray>
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{
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#region fields
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/// <summary>
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/// The direction this ray is pointing to.
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/// </summary>
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public Vector3 Direction;
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/// <summary>
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/// Starting position of the ray.
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/// </summary>
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public Vector3 Position;
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#endregion
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#region constructors
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/// <summary>
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/// Initializes a new instance of the <see cref="Ray"/> struct.
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/// </summary>
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/// <param name="position">The position.</param>
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/// <param name="direction">The direction.</param>
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public Ray(Vector3 position, Vector3 direction)
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{
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this.Direction = direction;
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this.Position = position;
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}
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#endregion
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#region public methods
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/// <summary>
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/// Returns a hash code for this instance.
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/// </summary>
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/// <returns>
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/// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
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/// </returns>
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public override int GetHashCode()
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{
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return Position.GetHashCode() + Direction.GetHashCode();
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}
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/*
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* Source for implementation :
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* http://www-gs.informatik.tu-cottbus.de/projektstudium2006/doku/Strahlen_in_der_CG.pdf
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*/
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/// <summary>
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/// Test if this <see cref="Ray"/> intersects with the specified <see cref="BoundingBox"/>.
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/// </summary>
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/// <param name="box">The box.</param>
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/// <returns>Distance from <see cref="Ray"/> start to interesection points</returns>
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public Nullable<float> Intersects(BoundingBox box)
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{
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Nullable<float> result;
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this.Intersects(ref box, out result);
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return result;
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}
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/// <summary>
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/// Test if this <see cref="Ray"/> intersects with the specified <see cref="BoundingBox"/>.
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/// </summary>
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/// <param name="box">The box.</param>
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/// <param name="result">The result.</param>
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public void Intersects(ref BoundingBox box, out Nullable<float> result)
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{
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throw new Exception("method has not yet been implemented");
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}
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/// <summary>
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/// Test if this <see cref="Ray"/> intersects with the specified <see cref="BoundingFrustum"/>.
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/// </summary>
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/// <param name="frustum">The box.</param>
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/// <returns>Distance from <see cref="Ray"/> start to interesection points</returns>
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public Nullable<float> Intersects(BoundingFrustum frustum)
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{
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Nullable<float> result;
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this.Intersects(ref frustum, out result);
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return result;
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}
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/// <summary>
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/// Test if this <see cref="Ray"/> intersects with the specified <see cref="BoundingFrustum"/>.
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/// </summary>
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/// <param name="frustum">The frustum.</param>
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/// <param name="result">The result.</param>
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public void Intersects(ref BoundingFrustum frustum, out Nullable<float> result)
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{
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throw new Exception("method has not yet been implemented");
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}
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/// <summary>
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/// Test if this <see cref="Ray"/> intersects with the specified <see cref="BoundingSphere"/>.
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/// </summary>
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/// <param name="sphere">The sphere.</param>
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/// <returns>
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/// Distance from <see cref="Ray"/> start to interesection points
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/// </returns>
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public Nullable<float> Intersects(BoundingSphere sphere)
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{
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Nullable<float> result;
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this.Intersects(ref sphere, out result);
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return result;
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}
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/// <summary>
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/// Test if this <see cref="Ray"/> intersects with the specified <see cref="BoundingSphere"/>.
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/// </summary>
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/// <param name="sphere">The sphere.</param>
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/// <param name="result">The result.</param>
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public void Intersects(ref BoundingSphere sphere, out Nullable<float> result)
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{
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Vector3 toSphere = Vector3.Subtract(sphere.Center, this.Position);
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float lengthSquaredToSphere = toSphere.LengthSquared();
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float sphereRadiusSquared = sphere.Radius * sphere.Radius;
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//project the distance to the Sphere onto the Ray
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float toSphereOnRay = Vector3.Dot(this.Direction, toSphere);
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//ray starts in sphere
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if (lengthSquaredToSphere <= sphereRadiusSquared)
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{
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result = 0;
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return;
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}
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//if toSphere and this.Direction pointing in different directions
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if (toSphereOnRay < 0)
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{
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result = null;
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return;
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}
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float dist = sphereRadiusSquared + toSphereOnRay * toSphereOnRay - lengthSquaredToSphere;
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result = (dist < 0) ? null : toSphereOnRay - (float?)Math.Sqrt(dist);
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}
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/// <summary>
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/// Test if this <see cref="Ray"/> intersects with the specified <see cref="Plane"/>.
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/// </summary>
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/// <param name="plane">The plane.</param>
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/// <returns>
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/// Distance from <see cref="Ray"/> start to interesection points
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/// </returns>
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public Nullable<float> Intersects(Plane plane)
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{
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Nullable<float> result;
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this.Intersects(ref plane, out result);
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return result;
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}
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/// <summary>
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/// Test if this <see cref="Ray"/> intersects with the specified <see cref="Plane"/>.
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/// </summary>
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/// <param name="plane">The plane.</param>
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/// <param name="result">The result.</param>
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public void Intersects(ref Plane plane, out Nullable<float> result)
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{
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//http://www.cs.toronto.edu/~smalik/418/tutorial8_ray_primitive_intersections.pdf
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float vd = Vector3.Dot(plane.Normal, this.Direction);
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//As plane and Ray are infinitiv it intersects in every case, except the ray is parrales to the plane
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//no intersection if ray direction and plane normal are orthogional to each other
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if (vd == 0)
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{
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result = null;
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return;
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}
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float v0 = -Vector3.Dot(plane.Normal, this.Position) + plane.D;
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float t = v0 / vd;
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result=(this.Direction*t).Length();
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}
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/// <summary>
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/// Returns a <see cref="System.String"/> that represents this instance.
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/// </summary>
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/// <returns>
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/// A <see cref="System.String"/> that represents this instance.
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/// </returns>
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public override string ToString()
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{
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var currentCulture = System.Globalization.CultureInfo.CurrentCulture;
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return string.Format(currentCulture, "{{Position:{0} Direction:{1}}}", new object[]
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{
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this.Position.ToString(),
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this.Direction.ToString()
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});
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}
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#endregion
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#region operator overloading
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/// <summary>
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/// Implements the operator ==.
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/// </summary>
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/// <param name="a">First value</param>
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/// <param name="b">Second value</param>
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/// <returns>
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/// The result of the operator.
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/// </returns>
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public static bool operator ==(Ray a, Ray b)
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{
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return a.Direction == b.Direction && a.Position == b.Position;
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}
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/// <summary>
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/// Implements the operator !=.
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/// </summary>
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/// <param name="a">First value</param>
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/// <param name="b">Second value</param>
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/// <returns>
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/// The result of the operator.
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/// </returns>
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public static bool operator !=(Ray a, Ray b)
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{
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return a.Direction != b.Direction || a.Position != b.Position;
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}
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#endregion
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#region IEquatable implementation
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/// <summary>
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/// Determines whether the specified <see cref="System.Object"/> is equal to this instance.
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/// </summary>
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/// <param name="obj">The <see cref="System.Object"/> to compare with this instance.</param>
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/// <returns>
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/// <c>true</c> if the specified <see cref="System.Object"/> is equal to this instance; otherwise, <c>false</c>.
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/// </returns>
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public override bool Equals(Object obj)
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{
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if (obj is Ray)
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{
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return this.Equals((Ray)obj);
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}
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return false;
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}
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/// <summary>
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/// Determines whether the specified <see cref="Ray"/> is equal to this instance.
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/// </summary>
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/// <param name="obj">The <see cref="Ray"/> to compare with this instance.</param>
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/// <returns>
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/// <c>true</c> if the specified <see cref="Ray"/> is equal to this instance; otherwise, <c>false</c>.
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/// </returns>
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public bool Equals(Ray other)
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{
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return this.Direction == other.Direction && this.Position == other.Position;
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}
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#endregion
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}
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}
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