/* * gleem -- OpenGL Extremely Easy-To-Use Manipulators. * Copyright (C) 1998-2003 Kenneth B. Russell (kbrussel@alum.mit.edu) * * 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 direction through the point point. direction 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. direction 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 direction is not necessarily equal to plane.setDirection(direction); plane.getDirection(); */ 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)))); } }