/* * 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; /** * PickConeSegment is a finite cone segment 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 PickConeSegment extends PickCone { Point3d end; /** * Constructs an empty PickConeSegment. * The origin and end point of the cone are * initialized to (0,0,0). The spread angle is initialized * to PI/64 radians. */ public PickConeSegment() { end = new Point3d(); } /** * Constructs a finite cone pick shape from the specified * parameters. * @param origin the origin of the cone * @param end the end of the cone along the direction vector * @param spreadAngle the spread angle of the cone in radians */ public PickConeSegment (Point3d origin, Point3d end, double spreadAngle) { this.origin = new Point3d(origin); this.end = new Point3d(end); this.direction = new Vector3d(); this.spreadAngle = spreadAngle; calcDirection(); // calculate direction, based on start and end } /** * Sets the parameters of this PickCone to the specified values. * @param origin the origin of the cone * @param end the end of the cone * @param spreadAngle the spread angle of the cone in radians */ public void set(Point3d origin, Point3d end, double spreadAngle) { this.origin.set(origin); this.end.set (end); this.spreadAngle = spreadAngle; calcDirection(); // calculate direction, based on start and end } /** * Gets the end point of this PickConeSegment. * @param end the Point3d object into which the end point * will be copied. */ public void getEnd(Point3d end) { end.set(this.end); } /** Calculates the direction for this PickCylinderSegment, based on start and end points. */ private void calcDirection() { this.direction.x = end.x - origin.x; this.direction.y = end.y - origin.y; this.direction.z = end.z - origin.z; } /** * 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(); Vector3d vector = new Vector3d(); Point3d rayPt = new Point3d(); double distance; double radius; // // ================ BOUNDING SPHERE ================ // if (bounds instanceof BoundingSphere) { Point3d sphCenter = ((BoundingSphere)bounds).getCenter(); double sphRadius = ((BoundingSphere)bounds).getRadius(); double sqDist = Utils.ptToSegSquare(sphCenter, origin, end, rayPt); vector.sub (rayPt, origin); distance = vector.length(); radius = getRadius (distance); if (sqDist <= (sphRadius+radius)*(sphRadius+radius)) { return true; } return false; // we are too far to intersect } // // ================ BOUNDING BOX ================ // else if (bounds instanceof BoundingBox) { // Calculate radius of BoundingBox Point3d lower = new Point3d(); ((BoundingBox)bounds).getLower (lower); Point3d center = ((BoundingBox)bounds).getCenter (); // First, see if cone is too far away from BoundingBox double sqDist = Utils.ptToSegSquare(center, origin, end, rayPt); vector.sub (rayPt, origin); distance = vector.length(); radius = getRadius (distance); 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; if (sqDist > boxRadiusSquared) { return false; // we are too far to intersect } else if (sqDist < (radius*radius)) { return true; // center is in cone } // Then, see if ray intersects if (((BoundingBox)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