com.badlogic.gdx.math.collision.Ray.java Source code

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/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx.math.collision;

import java.io.Serializable;

import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector3;

/** Encapsulates a ray having a starting position and a unit length direction.
 * 
 * @author badlogicgames@gmail.com */
public class Ray implements Serializable {
    private static final long serialVersionUID = -620692054835390878L;
    public final Vector3 origin = new Vector3();
    public final Vector3 direction = new Vector3();

    /** Constructor, sets the starting position of the ray and the direction.
     * 
     * @param origin The starting position
     * @param direction The direction */
    public Ray(Vector3 origin, Vector3 direction) {
        this.origin.set(origin);
        this.direction.set(direction).nor();
    }

    /** @return a copy of this ray. */
    public Ray cpy() {
        return new Ray(this.origin, this.direction);
    }

    /** @deprecated Use {@link #getEndPoint(Vector3, float)} instead. Returns the endpoint given the distance. This is calculated as
     *             startpoint + distance * direction.
     * @param distance The distance from the end point to the start point.
     * @return The end point */
    @Deprecated
    public Vector3 getEndPoint(float distance) {
        return getEndPoint(new Vector3(), distance);
    }

    /** Returns the endpoint given the distance. This is calculated as startpoint + distance * direction.
     * @param out The vector to set to the result
     * @param distance The distance from the end point to the start point.
     * @return The out param */
    public Vector3 getEndPoint(final Vector3 out, final float distance) {
        return out.set(direction).scl(distance).add(origin);
    }

    static Vector3 tmp = new Vector3();

    /** Multiplies the ray by the given matrix. Use this to transform a ray into another coordinate system.
     * 
     * @param matrix The matrix
     * @return This ray for chaining. */
    public Ray mul(Matrix4 matrix) {
        tmp.set(origin).add(direction);
        tmp.mul(matrix);
        origin.mul(matrix);
        direction.set(tmp.sub(origin));
        return this;
    }

    /** {@inheritDoc} */
    public String toString() {
        return "ray [" + origin + ":" + direction + "]";
    }

    /** Sets the starting position and the direction of this ray.
     * 
     * @param origin The starting position
     * @param direction The direction
     * @return this ray for chaining */
    public Ray set(Vector3 origin, Vector3 direction) {
        this.origin.set(origin);
        this.direction.set(direction);
        return this;
    }

    /** Sets this ray from the given starting position and direction.
     * 
     * @param x The x-component of the starting position
     * @param y The y-component of the starting position
     * @param z The z-component of the starting position
     * @param dx The x-component of the direction
     * @param dy The y-component of the direction
     * @param dz The z-component of the direction
     * @return this ray for chaining */
    public Ray set(float x, float y, float z, float dx, float dy, float dz) {
        this.origin.set(x, y, z);
        this.direction.set(dx, dy, dz);
        return this;
    }

    /** Sets the starting position and direction from the given ray
     * 
     * @param ray The ray
     * @return This ray for chaining */
    public Ray set(Ray ray) {
        this.origin.set(ray.origin);
        this.direction.set(ray.direction);
        return this;
    }

    @Override
    public boolean equals(Object o) {
        if (o == this)
            return true;
        if (o == null || o.getClass() != this.getClass())
            return false;
        Ray r = (Ray) o;
        return this.direction.equals(r.direction) && this.origin.equals(r.origin);
    }

    @Override
    public int hashCode() {
        final int prime = 73;
        int result = 1;
        result = prime * result + this.direction.hashCode();
        result = prime * result + this.origin.hashCode();
        return result;
    }
}