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📄 pickcylinderray.java

📁 JAVA3D矩陈的相关类
💻 JAVA
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/* * $RCSfile: PickCylinderRay.java,v $ * * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. * * Use is subject to license terms. * * $Revision: 1.6 $ * $Date: 2007/04/12 17:34:05 $ * $State: Exp $ */package javax.media.j3d;import javax.vecmath.*;import com.sun.j3d.internal.Distance;/** * 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).     */    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 = 		Distance.pointToRay (sphCenter, origin, direction);	    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 = 		Distance.pointToRay (center, origin, direction);	    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<edges.length;i++) {		//	System.err.println ("Testing edge: "+edges[i][0]+" - "+edges[i][1]);		double distToEdge = 		    Distance.rayToSegment (origin, direction, edges[i][0], edges[i][1]);		if (distToEdge <= radius*radius) {		    //	  System.err.println ("Intersects!");		    return true;		}	    }	    return false; // Not close enough	}	//	// ================ BOUNDING POLYTOPE ================	//	else if (bounds instanceof BoundingPolytope) {	    int i, j;	    // First, check to see if we are too far to intersect the polytope's	    // bounding sphere	    Point3d sphCenter = new Point3d();	    BoundingSphere bsphere = new BoundingSphere (bounds);	    bsphere.getCenter (sphCenter);	    double sphRadius = bsphere.getRadius();	    double sqDist = 		Distance.pointToRay (sphCenter, origin, direction);	    if (sqDist > (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<ptope.nVerts;i++) {		for (j=i;i<ptope.nVerts;i++) {		    // XXXX: make BoundingPolytope.pointInPolytope available to package		    // scope		    midpt.x = (ptope.verts[i].x + ptope.verts[j].x) * 0.5;		    midpt.y = (ptope.verts[i].y + ptope.verts[j].y) * 0.5;		    midpt.z = (ptope.verts[i].z + ptope.verts[j].z) * 0.5;		    if (! PickCylinder.pointInPolytope (ptope, 							midpt.x, midpt.y, midpt.z)) {			continue;		    }		    distToEdge = 			Distance.rayToSegment (origin, direction, 					       ptope.verts[i], ptope.verts[j]);		    if (distToEdge <= radius*radius) {			return true;		    }		}	    }	    return false;	}	/*	else {	    throw new RuntimeException("intersect method not implemented");	}	*/	return false;    }    // Only use within J3D.    // Return a new PickCylinderRay that is the transformed (t3d) of this pickCylinderRay.      PickShape transform(Transform3D t3d) {		PickCylinderRay newPCR = new PickCylinderRay();	Point3d end = new Point3d();	/*	  System.err.println("t3d : ");	  System.err.println(t3d);	*/	newPCR.origin.x = origin.x;	newPCR.origin.y = origin.y;	newPCR.origin.z = origin.z;	newPCR.radius = radius * t3d.getScale();	end.x = origin.x + direction.x;	end.y = origin.y + direction.y;	end.z = origin.z + direction.z;		t3d.transform(newPCR.origin);	t3d.transform(end);		newPCR.direction.x = end.x - newPCR.origin.x;	newPCR.direction.y = end.y - newPCR.origin.y;	newPCR.direction.z = end.z - newPCR.origin.z;	newPCR.direction.normalize();		return newPCR;    }}

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