// Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp) // Distributed under the MIT license. See the LICENSE.md file in the project root for more information. // // ----------------------------------------------------------------------------- // 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.InteropServices; using System.Runtime.Serialization; namespace math { /// /// Represents a three dimensional line based on a point in space and a direction. /// [DataContract] [StructLayout(LayoutKind.Sequential, Pack = 4)] public struct Ray : IEquatable, IFormattable { /// /// The position in three dimensional space where the ray starts. /// public Vec3 Position; /// /// The normalized direction in which the ray points. /// public Vec3 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(Vec3 position, Vec3 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 Vec3 point) { return CollisionHelper.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) { Vec3 point; return CollisionHelper.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 Vec3 point) { return CollisionHelper.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 CollisionHelper.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 CollisionHelper.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 Vec3 point) { return CollisionHelper.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 Vec3 vertex1, ref Vec3 vertex2, ref Vec3 vertex3) { float distance; return CollisionHelper.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 Vec3 vertex1, ref Vec3 vertex2, ref Vec3 vertex3, out float distance) { return CollisionHelper.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 Vec3 vertex1, ref Vec3 vertex2, ref Vec3 vertex3, out Vec3 point) { return CollisionHelper.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 CollisionHelper.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 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 CollisionHelper.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 Vec3 point) { return CollisionHelper.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 CollisionHelper.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 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 CollisionHelper.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 Vec3 point) { return CollisionHelper.RayIntersectsSphere(ref this, ref sphere, out point); } /// /// 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. public static bool operator ==(Ray left, Ray right) { return left.Equals(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. public static bool operator !=(Ray left, Ray right) { return !left.Equals(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() { return Position.GetHashCode() + 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. /// public bool Equals(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. /// public override bool Equals(object value) { if (value == null) return false; if (value.GetType() != GetType()) return false; return Equals((Ray)value); } #if SlimDX1xInterop /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator SlimDX.Ray(Ray value) { return new SlimDX.Ray(value.Position, value.Direction); } /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator Ray(SlimDX.Ray value) { return new Ray(value.Position, value.Direction); } #endif #if XnaInterop /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator Microsoft.Xna.Framework.Ray(Ray value) { return new Microsoft.Xna.Framework.Ray(value.Position, value.Direction); } /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator Ray(Microsoft.Xna.Framework.Ray value) { return new Ray(value.Position, value.Direction); } #endif } }