📄 pickcylinderray.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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