From 7a2e20caac9db6f789a7b3fab344b9758af45335 Mon Sep 17 00:00:00 2001 From: Harvey Harrison Date: Sun, 19 Apr 2015 21:02:06 -0700 Subject: j3dcore: flatten the directory structure a bit Signed-off-by: Harvey Harrison --- src/javax/media/j3d/PickCylinderRay.java | 262 +++++++++++++++++++++++++++++++ 1 file changed, 262 insertions(+) create mode 100644 src/javax/media/j3d/PickCylinderRay.java (limited to 'src/javax/media/j3d/PickCylinderRay.java') diff --git a/src/javax/media/j3d/PickCylinderRay.java b/src/javax/media/j3d/PickCylinderRay.java new file mode 100644 index 0000000..62195dd --- /dev/null +++ b/src/javax/media/j3d/PickCylinderRay.java @@ -0,0 +1,262 @@ +/* + * Copyright 1999-2008 Sun Microsystems, Inc. All Rights Reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. + * + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). + * + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. + * + * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara, + * CA 95054 USA or visit www.sun.com if you need additional information or + * have any questions. + * + */ + +package javax.media.j3d; + +import javax.vecmath.Point3d; +import javax.vecmath.Point4d; +import javax.vecmath.Vector3d; + +/** + * PickCylinderRay is an infinite cylindrical ray pick shape. It can + * be used as an argument to the picking methods in BranchGroup and Locale. + * + * @see BranchGroup#pickAll + * @see Locale#pickAll + * + * @since Java 3D 1.2 + */ + +public final class PickCylinderRay extends PickCylinder { + + /** + * Constructs an empty PickCylinderRay. + * The origin and direction of the cylindrical ray are + * initialized to (0,0,0). The radius is initialized + * to 0. + */ + public PickCylinderRay() { + } + + /** + * Constructs an infinite cylindrical ray pick shape from the specified + * parameters. + * @param origin the origin of the cylindrical ray. + * @param direction the direction of the cylindrical ray. + * @param radius the radius of the cylindrical ray. + */ + public PickCylinderRay(Point3d origin, Vector3d direction, double radius) { + this.origin = new Point3d(origin); + this.direction = new Vector3d(direction); + this.radius = radius; + } + + + /** + * Sets the parameters of this PickCylinderRay to the specified values. + * @param origin the origin of the cylindrical ray. + * @param direction the direction of the cylindrical ray. + * @param radius the radius of the cylindrical ray. + */ + public void set(Point3d origin, Vector3d direction, double radius) { + this.origin.set(origin); + this.direction.set(direction); + this.radius = radius; + } + + /** + * Return true if shape intersect with bounds. + * The point of intersection is stored in pickPos. + * @param bounds the bounds object to check + * @param pickPos the location of the point of intersection (not used for + * method. Provided for compatibility). + */ + @Override + final boolean intersect(Bounds bounds, Point4d pickPos) { + Point4d iPnt = new Point4d(); + + // + // ================ BOUNDING SPHERE ================ + // + if (bounds instanceof BoundingSphere) { + Point3d sphCenter = ((BoundingSphere)bounds).getCenter(); + double sphRadius = ((BoundingSphere)bounds).getRadius(); + double sqDist = Utils.ptToRaySquare(sphCenter, origin, direction, null); + if (sqDist <= (sphRadius+radius)*(sphRadius+radius)) { + return true; + } + return false; + } + // + // ================ BOUNDING BOX ================ + // + else if (bounds instanceof BoundingBox) { + // Calculate radius of BoundingBox + Point3d lower = new Point3d(); + ((BoundingBox)bounds).getLower (lower); + + Point3d center = ((BoundingBox)bounds).getCenter (); + + double temp = (center.x - lower.x + radius); + double boxRadiusSquared = temp*temp; + temp = (center.y - lower.y + radius); + boxRadiusSquared += temp*temp; + temp = (center.z - lower.z + radius); + boxRadiusSquared += temp*temp; + + // First, see if cylinder is too far away from BoundingBox + double sqDist = Utils.ptToRaySquare(center, origin, direction, null); + + if (sqDist > boxRadiusSquared ) { + return false; // we are too far to intersect + } + else if (sqDist < (radius*radius)) { + return true; // center is in cylinder + } + + // Then, see if ray intersects + if (bounds.intersect (origin, direction, iPnt)) { + return true; + } + + // Ray does not intersect, test for distance with each edge + Point3d upper = new Point3d(); + ((BoundingBox)bounds).getUpper (upper); + + Point3d[][] edges = { + // Top horizontal 4 + {upper, new Point3d (lower.x, upper.y, upper.z)}, + {new Point3d(lower.x, upper.y, upper.z), new Point3d(lower.x, lower.y, upper.z)}, + {new Point3d(lower.x, lower.y, upper.z), new Point3d(upper.x, lower.y, upper.z)}, + {new Point3d(upper.x, lower.y, upper.z), upper}, + // Bottom horizontal 4 + {lower, new Point3d(lower.x, upper.y, lower.z)}, + {new Point3d(lower.x, upper.y, lower.z), new Point3d(upper.x, upper.y, lower.z)}, + {new Point3d(upper.x, upper.y, lower.z), new Point3d(upper.x, lower.y, lower.z)}, + {new Point3d(upper.x, lower.y, lower.z), lower}, + // Vertical 4 + {lower, new Point3d(lower.x, lower.y, upper.z)}, + {new Point3d(lower.x, upper.y, lower.z), new Point3d(lower.x, upper.y, upper.z)}, + {new Point3d(upper.x, upper.y, lower.z), new Point3d(upper.x, upper.y, upper.z)}, + {new Point3d(upper.x, lower.y, lower.z), new Point3d(upper.x, lower.y, upper.z)} + }; + + for (int i=0;i (sphRadius+radius) * (sphRadius+radius)) { + return false; // we are too far to intersect + } + + // Now check to see if ray intersects with polytope + if (bounds.intersect (origin, direction, iPnt)) { + return true; + } + + // Now check distance to edges. Since we don't know a priori how + // the polytope is structured, we will cycle through. We discard edges + // when their center is not on the polytope surface. + BoundingPolytope ptope = (BoundingPolytope)bounds; + Point3d midpt = new Point3d(); + double distToEdge; + for (i=0;i