// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved. #if USE_LARGE_WORLDS using Real = System.Double; #else using Real = System.Single; #endif // ----------------------------------------------------------------------------- // Original code from SharpDX project. https://github.com/sharpdx/SharpDX/ // Greetings to Alexandre Mutel. Original code published with the following license: // ----------------------------------------------------------------------------- // Copyright (c) 2010-2014 SharpDX - Alexandre Mutel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // ----------------------------------------------------------------------------- // Original code from SlimMath project. http://code.google.com/p/slimmath/ // Greetings to SlimDX Group. Original code published with the following license: // ----------------------------------------------------------------------------- /* * Copyright (c) 2007-2011 SlimDX Group * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ using System; using System.Globalization; using System.Runtime.CompilerServices; using FlaxEngine.Assertions; namespace FlaxEngine { [Serializable] partial struct Ray : IEquatable, IFormattable { /// /// Identity ray (at zero origin pointing forwards). /// public static readonly Ray Identity = new Ray(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f)); /// /// Initializes a new instance of the struct. /// /// The position in three dimensional space of the origin of the ray. /// The normalized direction of the ray. public Ray(Vector3 position, Vector3 direction) { Position = position; Direction = direction; Assert.IsTrue(Direction.IsNormalized, "The Ray Direction was not normalized"); } /// /// Gets a point at distance long ray. /// /// The distance from ray origin. /// The calculated point. public Vector3 GetPoint(Real distance) { return Position + Direction * distance; } /// /// Determines if there is an intersection between the current object and a point. /// /// The point to test. /// Whether the two objects intersected. public bool Intersects(ref Vector3 point) { return CollisionsHelper.RayIntersectsPoint(ref this, ref point); } /// /// Determines if there is an intersection between the current object and a . /// /// The ray to test. /// Whether the two objects intersected. public bool Intersects(ref Ray ray) { return CollisionsHelper.RayIntersectsRay(ref this, ref ray, out _); } /// /// Determines if there is an intersection between the current object and a . /// /// The ray to test. /// When the method completes, contains the point of intersection, or if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref Ray ray, out Vector3 point) { return CollisionsHelper.RayIntersectsRay(ref this, ref ray, out point); } /// /// Determines if there is an intersection between the current object and a . /// /// The plane to test /// Whether the two objects intersected. public bool Intersects(ref Plane plane) { return CollisionsHelper.RayIntersectsPlane(ref this, ref plane, out Real _); } /// /// Determines if there is an intersection between the current object and a . /// /// The plane to test. /// When the method completes, contains the distance of the intersection, or 0 if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref Plane plane, out Real distance) { return CollisionsHelper.RayIntersectsPlane(ref this, ref plane, out distance); } #if USE_LARGE_WORLDS /// /// Determines if there is an intersection between the current object and a . /// [Deprecated on 26.05.2022, expires on 26.05.2024] /// /// The plane to test. /// When the method completes, contains the distance of the intersection, or 0 if there was no intersection. /// Whether the two objects intersected. [Obsolete("Deprecated in 1.4")] public bool Intersects(ref Plane plane, out float distance) { return CollisionsHelper.RayIntersectsPlane(ref this, ref plane, out distance); } #endif /// /// Determines if there is an intersection between the current object and a . /// /// The plane to test. /// When the method completes, contains the point of intersection, or if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref Plane plane, out Vector3 point) { return CollisionsHelper.RayIntersectsPlane(ref this, ref plane, out point); } /// /// Determines if there is an intersection between the current object and a triangle. /// /// The first vertex of the triangle to test. /// The second vertex of the triangle to test. /// The third vertex of the triangle to test. /// Whether the two objects intersected. public bool Intersects(ref Vector3 vertex1, ref Vector3 vertex2, ref Vector3 vertex3) { return CollisionsHelper.RayIntersectsTriangle(ref this, ref vertex1, ref vertex2, ref vertex3, out Real _); } /// /// Determines if there is an intersection between the current object and a triangle. /// /// The first vertex of the triangle to test. /// The second vertex of the triangle to test. /// The third vertex of the triangle to test. /// When the method completes, contains the distance of the intersection, or 0 if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref Vector3 vertex1, ref Vector3 vertex2, ref Vector3 vertex3, out Real distance) { return CollisionsHelper.RayIntersectsTriangle(ref this, ref vertex1, ref vertex2, ref vertex3, out distance); } #if USE_LARGE_WORLDS /// /// Determines if there is an intersection between the current object and a triangle. /// [Deprecated on 26.05.2022, expires on 26.05.2024] /// /// The first vertex of the triangle to test. /// The second vertex of the triangle to test. /// The third vertex of the triangle to test. /// When the method completes, contains the distance of the intersection, or 0 if there was no intersection. /// Whether the two objects intersected. [Obsolete("Deprecated in 1.4")] public bool Intersects(ref Vector3 vertex1, ref Vector3 vertex2, ref Vector3 vertex3, out float distance) { var result = CollisionsHelper.RayIntersectsTriangle(ref this, ref vertex1, ref vertex2, ref vertex3, out Real dst); distance = (float)dst; return result; } #endif /// /// Determines if there is an intersection between the current object and a triangle. /// /// The first vertex of the triangle to test. /// The second vertex of the triangle to test. /// The third vertex of the triangle to test. /// When the method completes, contains the point of intersection, or if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref Vector3 vertex1, ref Vector3 vertex2, ref Vector3 vertex3, out Vector3 point) { return CollisionsHelper.RayIntersectsTriangle(ref this, ref vertex1, ref vertex2, ref vertex3, out point); } /// /// Determines if there is an intersection between the current object and a . /// /// The box to test. /// Whether the two objects intersected. public bool Intersects(ref BoundingBox box) { return CollisionsHelper.RayIntersectsBox(ref this, ref box, out Real _); } /// /// Determines if there is an intersection between the current object and a . /// /// The box to test. /// Whether the two objects intersected. public bool Intersects(BoundingBox box) { return Intersects(ref box); } /// /// Determines if there is an intersection between the current object and a . /// /// The box to test. /// When the method completes, contains the distance of the intersection, or 0 if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref BoundingBox box, out Real distance) { return CollisionsHelper.RayIntersectsBox(ref this, ref box, out distance); } /// /// Determines if there is an intersection between the current object and a . /// /// The box to test. /// When the method completes, contains the point of intersection, or if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref BoundingBox box, out Vector3 point) { return CollisionsHelper.RayIntersectsBox(ref this, ref box, out point); } /// /// Determines if there is an intersection between the current object and a . /// /// The sphere to test. /// Whether the two objects intersected. public bool Intersects(ref BoundingSphere sphere) { return CollisionsHelper.RayIntersectsSphere(ref this, ref sphere, out Real _); } /// /// Determines if there is an intersection between the current object and a . /// /// The sphere to test. /// Whether the two objects intersected. public bool Intersects(BoundingSphere sphere) { return Intersects(ref sphere); } /// /// Determines if there is an intersection between the current object and a . /// /// The sphere to test. /// When the method completes, contains the distance of the intersection, or 0 if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref BoundingSphere sphere, out Real distance) { return CollisionsHelper.RayIntersectsSphere(ref this, ref sphere, out distance); } #if USE_LARGE_WORLDS /// /// Determines if there is an intersection between the current object and a . /// [Deprecated on 26.05.2022, expires on 26.05.2024] /// /// The sphere to test. /// When the method completes, contains the distance of the intersection, or 0 if there was no intersection. /// Whether the two objects intersected. [Obsolete("Deprecated in 1.4")] public bool Intersects(ref BoundingSphere sphere, out float distance) { var result = CollisionsHelper.RayIntersectsSphere(ref this, ref sphere, out Real dst); distance = (float)dst; return result; } #endif /// /// Determines if there is an intersection between the current object and a . /// /// The sphere to test. /// When the method completes, contains the point of intersection, or if there was no intersection. /// Whether the two objects intersected. public bool Intersects(ref BoundingSphere sphere, out Vector3 point) { return CollisionsHelper.RayIntersectsSphere(ref this, ref sphere, out point); } /// /// Calculates a world space ray from 2d screen coordinates. /// /// The X coordinate on 2d screen. /// The Y coordinate on 2d screen. /// The screen viewport. /// The View*Projection matrix. /// The resulting ray. public static Ray GetPickRay(float x, float y, ref Viewport viewport, ref Matrix vp) { Vector3 nearPoint = new Vector3(x, y, 0.0f); Vector3 farPoint = new Vector3(x, y, 1.0f); nearPoint = Vector3.Unproject(nearPoint, viewport.X, viewport.Y, viewport.Width, viewport.Height, viewport.MinDepth, viewport.MaxDepth, vp); farPoint = Vector3.Unproject(farPoint, viewport.X, viewport.Y, viewport.Width, viewport.Height, viewport.MinDepth, viewport.MaxDepth, vp); Vector3 direction = farPoint - nearPoint; direction.Normalize(); return new Ray(nearPoint, direction); } /// /// Tests for equality between two objects. /// /// The first value to compare. /// The second value to compare. /// true if has the same value as ; otherwise,false. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool operator ==(Ray left, Ray right) { return left.Equals(ref right); } /// /// Tests for inequality between two objects. /// /// The first value to compare. /// The second value to compare. /// true if has a different value than ; otherwise, false. [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool operator !=(Ray left, Ray right) { return !left.Equals(ref right); } /// /// Returns a that represents this instance. /// /// A that represents this instance. public override string ToString() { return string.Format(CultureInfo.CurrentCulture, "Position:{0} Direction:{1}", Position.ToString(), Direction.ToString()); } /// /// Returns a that represents this instance. /// /// The format. /// A that represents this instance. public string ToString(string format) { return string.Format(CultureInfo.CurrentCulture, "Position:{0} Direction:{1}", Position.ToString(format, CultureInfo.CurrentCulture), Direction.ToString(format, CultureInfo.CurrentCulture)); } /// /// Returns a that represents this instance. /// /// The format provider. /// A that represents this instance. public string ToString(IFormatProvider formatProvider) { return string.Format(formatProvider, "Position:{0} Direction:{1}", Position.ToString(), Direction.ToString()); } /// /// Returns a that represents this instance. /// /// The format. /// The format provider. /// A that represents this instance. public string ToString(string format, IFormatProvider formatProvider) { return string.Format(formatProvider, "Position:{0} Direction:{1}", Position.ToString(format, formatProvider), Direction.ToString(format, formatProvider)); } /// /// Returns a hash code for this instance. /// /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. public override int GetHashCode() { unchecked { return (Position.GetHashCode() * 397) ^ Direction.GetHashCode(); } } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// true if the specified is equal to this instance; otherwise, false. [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool Equals(ref Ray value) { return (Position == value.Position) && (Direction == value.Direction); } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// true if the specified is equal to this instance; otherwise, false. [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool Equals(Ray value) { return Equals(ref value); } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// true if the specified is equal to this instance; otherwise, false. public override bool Equals(object value) { return value is Ray other && Equals(ref other); } } }