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+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem.linalg;
+
+/** Represents a line in 3D space. */
+
+public class Line {
+ private Vec3f point;
+ /** Normalized */
+ private Vec3f direction;
+ /** For computing projections along line */
+ private Vec3f alongVec;
+
+ /** Default constructor initializes line to point (0, 0, 0) and
+ direction (1, 0, 0) */
+ public Line() {
+ point = new Vec3f(0, 0, 0);
+ direction = new Vec3f(1, 0, 0);
+ alongVec = new Vec3f();
+ recalc();
+ }
+
+ /** Line goes in direction <b>direction</b> through the point
+ <b>point</b>. <b>direction</b> does not need to be normalized but must
+ not be the zero vector. */
+ public Line(Vec3f direction, Vec3f point) {
+ direction = new Vec3f(direction);
+ direction.normalize();
+ point = new Vec3f(point);
+ alongVec = new Vec3f();
+ recalc();
+ }
+
+ /** Setter does some work to maintain internal caches.
+ <b>direction</b> does not need to be normalized but must not be
+ the zero vector. */
+ public void setDirection(Vec3f direction) {
+ this.direction.set(direction);
+ this.direction.normalize();
+ recalc();
+ }
+
+ /** Direction is normalized internally, so <b>direction</b> is not
+ necessarily equal to <code>plane.setDirection(direction);
+ plane.getDirection();</code> */
+ public Vec3f getDirection() {
+ return direction;
+ }
+
+ /** Setter does some work to maintain internal caches. */
+ public void setPoint(Vec3f point) {
+ this.point.set(point);
+ recalc();
+ }
+
+ public Vec3f getPoint() {
+ return point;
+ }
+
+ /** Project a point onto the line */
+ public void projectPoint(Vec3f pt,
+ Vec3f projPt) {
+ float dotp = direction.dot(pt);
+ projPt.set(direction);
+ projPt.scale(dotp);
+ projPt.add(alongVec);
+ }
+
+ /** Find closest point on this line to the given ray, specified by
+ start point and direction. If ray is parallel to this line,
+ returns false and closestPoint is not modified. */
+ public boolean closestPointToRay(Vec3f rayStart,
+ Vec3f rayDirection,
+ Vec3f closestPoint) {
+ // Line 1 is this one. Line 2 is the incoming one.
+ Mat2f A = new Mat2f();
+ A.set(0, 0, -direction.lengthSquared());
+ A.set(1, 1, -rayDirection.lengthSquared());
+ A.set(0, 1, direction.dot(rayDirection));
+ A.set(1, 0, A.get(0, 1));
+ if (Math.abs(A.determinant()) == 0.0f) {
+ return false;
+ }
+ if (!A.invert()) {
+ return false;
+ }
+ Vec2f b = new Vec2f();
+ b.setX(point.dot(direction) - rayStart.dot(direction));
+ b.setY(rayStart.dot(rayDirection) - point.dot(rayDirection));
+ Vec2f x = new Vec2f();
+ A.xformVec(b, x);
+ if (x.y() < 0) {
+ // Means that ray start is closest point to this line
+ closestPoint.set(rayStart);
+ } else {
+ closestPoint.set(direction);
+ closestPoint.scale(x.x());
+ closestPoint.add(point);
+ }
+ return true;
+ }
+
+ //----------------------------------------------------------------------
+ // Internals only below this point
+ //
+
+ private void recalc() {
+ float denom = direction.lengthSquared();
+ if (denom == 0.0f) {
+ throw new RuntimeException("Line.recalc: ERROR: direction was the zero vector " +
+ "(not allowed)");
+ }
+ alongVec.set(point.minus(direction.times(point.dot(direction))));
+ }
+}