// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // ----------------------------------------------------------------------------- // Original code from SlimMath project. http://code.google.com/p/slimmath/ // Greetings to SlimDX Group. Original code published with the following license: // ----------------------------------------------------------------------------- /* * Copyright (c) 2007-2011 SlimDX Group * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ using System; using System.Globalization; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace SharpDX { /// /// Represents a three dimensional line based on a point in space and a direction. /// [StructLayout(LayoutKind.Sequential, Pack = 4)] public struct Ray : IEquatable, IFormattable { /// /// The position in three dimensional space where the ray starts. /// public Vector3 Position; /// /// The normalized direction in which the ray points. /// public Vector3 Direction; /// /// Initializes a new instance of the struct. /// /// The position in three dimensional space of the origin of the ray. /// The normalized direction of the ray. public Ray(Vector3 position, Vector3 direction) { this.Position = position; this.Direction = direction; } /// /// Determines if there is an intersection between the current object and a point. /// /// The point to test. /// Whether the two objects intersected. public bool Intersects(ref Vector3 point) { return Collision.RayIntersectsPoint(ref this, ref point); } /// /// Determines if there is an intersection between the current object and a . /// /// The ray to test. /// Whether the two objects intersected. public bool Intersects(ref Ray ray) { Vector3 point; return Collision.RayIntersectsRay(ref this, ref ray, out point); } /// /// Determines if there is an intersection between the current object and a . /// /// The ray to test. /// When the method completes, contains the point of intersection, /// or if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref Ray ray, out Vector3 point) { return Collision.RayIntersectsRay(ref this, ref ray, out point); } /// /// Determines if there is an intersection between the current object and a . /// /// The plane to test /// Whether the two objects intersected. public bool Intersects(ref Plane plane) { float distance; return Collision.RayIntersectsPlane(ref this, ref plane, out distance); } /// /// Determines if there is an intersection between the current object and a . /// /// The plane to test. /// When the method completes, contains the distance of the intersection, /// or 0 if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref Plane plane, out float distance) { return Collision.RayIntersectsPlane(ref this, ref plane, out distance); } /// /// Determines if there is an intersection between the current object and a . /// /// The plane to test. /// When the method completes, contains the point of intersection, /// or if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref Plane plane, out Vector3 point) { return Collision.RayIntersectsPlane(ref this, ref plane, out point); } /// /// Determines if there is an intersection between the current object and a triangle. /// /// The first vertex of the triangle to test. /// The second vertex of the triangle to test. /// The third vertex of the triangle to test. /// Whether the two objects intersected. public bool Intersects(ref Vector3 vertex1, ref Vector3 vertex2, ref Vector3 vertex3) { float distance; return Collision.RayIntersectsTriangle(ref this, ref vertex1, ref vertex2, ref vertex3, out distance); } /// /// Determines if there is an intersection between the current object and a triangle. /// /// The first vertex of the triangle to test. /// The second vertex of the triangle to test. /// The third vertex of the triangle to test. /// When the method completes, contains the distance of the intersection, /// or 0 if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref Vector3 vertex1, ref Vector3 vertex2, ref Vector3 vertex3, out float distance) { return Collision.RayIntersectsTriangle(ref this, ref vertex1, ref vertex2, ref vertex3, out distance); } /// /// Determines if there is an intersection between the current object and a triangle. /// /// The first vertex of the triangle to test. /// The second vertex of the triangle to test. /// The third vertex of the triangle to test. /// When the method completes, contains the point of intersection, /// or if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref Vector3 vertex1, ref Vector3 vertex2, ref Vector3 vertex3, out Vector3 point) { return Collision.RayIntersectsTriangle(ref this, ref vertex1, ref vertex2, ref vertex3, out point); } /// /// Determines if there is an intersection between the current object and a . /// /// The box to test. /// Whether the two objects intersected. public bool Intersects(ref BoundingBox box) { float distance; return Collision.RayIntersectsBox(ref this, ref box, out distance); } /// /// Determines if there is an intersection between the current object and a . /// /// The box to test. /// Whether the two objects intersected. public bool Intersects(BoundingBox box) { return Intersects(ref box); } /// /// Determines if there is an intersection between the current object and a . /// /// The box to test. /// When the method completes, contains the distance of the intersection, /// or 0 if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref BoundingBox box, out float distance) { return Collision.RayIntersectsBox(ref this, ref box, out distance); } /// /// Determines if there is an intersection between the current object and a . /// /// The box to test. /// When the method completes, contains the point of intersection, /// or if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref BoundingBox box, out Vector3 point) { return Collision.RayIntersectsBox(ref this, ref box, out point); } /// /// Determines if there is an intersection between the current object and a . /// /// The sphere to test. /// Whether the two objects intersected. public bool Intersects(ref BoundingSphere sphere) { float distance; return Collision.RayIntersectsSphere(ref this, ref sphere, out distance); } /// /// Determines if there is an intersection between the current object and a . /// /// The sphere to test. /// Whether the two objects intersected. public bool Intersects(BoundingSphere sphere) { return Intersects(ref sphere); } /// /// Determines if there is an intersection between the current object and a . /// /// The sphere to test. /// When the method completes, contains the distance of the intersection, /// or 0 if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref BoundingSphere sphere, out float distance) { return Collision.RayIntersectsSphere(ref this, ref sphere, out distance); } /// /// Determines if there is an intersection between the current object and a . /// /// The sphere to test. /// When the method completes, contains the point of intersection, /// or if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref BoundingSphere sphere, out Vector3 point) { return Collision.RayIntersectsSphere(ref this, ref sphere, out point); } /// /// Calculates a world space from 2d screen coordinates. /// /// X coordinate on 2d screen. /// Y coordinate on 2d screen. /// . /// Transformation . /// Resulting . public static Ray GetPickRay(int x, int y, ViewportF viewport, Matrix worldViewProjection) { var nearPoint = new Vector3(x, y, 0); var farPoint = new Vector3(x, y, 1); nearPoint = Vector3.Unproject(nearPoint, viewport.X, viewport.Y, viewport.Width, viewport.Height, viewport.MinDepth, viewport.MaxDepth, worldViewProjection); farPoint = Vector3.Unproject(farPoint, viewport.X, viewport.Y, viewport.Width, viewport.Height, viewport.MinDepth, viewport.MaxDepth, worldViewProjection); Vector3 direction = farPoint - nearPoint; direction.Normalize(); return new Ray(nearPoint, direction); } /// /// Tests for equality between two objects. /// /// The first value to compare. /// The second value to compare. /// true if has the same value as ; otherwise, false. [MethodImpl((MethodImplOptions)0x100)] // MethodImplOptions.AggressiveInlining public static bool operator ==(Ray left, Ray right) { return left.Equals(ref right); } /// /// Tests for inequality between two objects. /// /// The first value to compare. /// The second value to compare. /// true if has a different value than ; otherwise, false. [MethodImpl((MethodImplOptions)0x100)] // MethodImplOptions.AggressiveInlining public static bool operator !=(Ray left, Ray right) { return !left.Equals(ref right); } /// /// Returns a that represents this instance. /// /// /// A that represents this instance. /// public override string ToString() { return string.Format(CultureInfo.CurrentCulture, "Position:{0} Direction:{1}", Position.ToString(), Direction.ToString()); } /// /// Returns a that represents this instance. /// /// The format. /// /// A that represents this instance. /// public string ToString(string format) { return string.Format(CultureInfo.CurrentCulture, "Position:{0} Direction:{1}", Position.ToString(format, CultureInfo.CurrentCulture), Direction.ToString(format, CultureInfo.CurrentCulture)); } /// /// Returns a that represents this instance. /// /// The format provider. /// /// A that represents this instance. /// public string ToString(IFormatProvider formatProvider) { return string.Format(formatProvider, "Position:{0} Direction:{1}", Position.ToString(), Direction.ToString()); } /// /// Returns a that represents this instance. /// /// The format. /// The format provider. /// /// A that represents this instance. /// public string ToString(string format, IFormatProvider formatProvider) { return string.Format(formatProvider, "Position:{0} Direction:{1}", Position.ToString(format, formatProvider), Direction.ToString(format, formatProvider)); } /// /// 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() { unchecked { return (Position.GetHashCode() * 397) ^ Direction.GetHashCode(); } } /// /// 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. /// [MethodImpl((MethodImplOptions)0x100)] // MethodImplOptions.AggressiveInlining public bool Equals(ref Ray value) { return Position == value.Position && Direction == value.Direction; } /// /// 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. /// [MethodImpl((MethodImplOptions)0x100)] // MethodImplOptions.AggressiveInlining public bool Equals(Ray value) { return Equals(ref value); } /// /// 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 value) { if (!(value is Ray)) return false; var strongValue = (Ray)value; return Equals(ref strongValue); } } }