458 lines
20 KiB
C#
458 lines
20 KiB
C#
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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// -----------------------------------------------------------------------------
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// Original code from SharpDX project. https://github.com/sharpdx/SharpDX/
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// Greetings to Alexandre Mutel. Original code published with the following license:
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// -----------------------------------------------------------------------------
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// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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// -----------------------------------------------------------------------------
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// Original code from SlimMath project. http://code.google.com/p/slimmath/
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// Greetings to SlimDX Group. Original code published with the following license:
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// -----------------------------------------------------------------------------
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/*
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* Copyright (c) 2007-2011 SlimDX Group
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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using System;
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using System.Globalization;
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using System.Runtime.CompilerServices;
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namespace FlaxEngine
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{
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[Serializable]
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partial struct Ray : IEquatable<Ray>, IFormattable
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{
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/// <summary>
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/// Identity ray (at zero origin pointing forwards).
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/// </summary>
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public static readonly Ray Identity = new Ray(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f));
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/// <summary>
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/// Initializes a new instance of the <see cref="Ray" /> struct.
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/// </summary>
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/// <param name="position">The position in three dimensional space of the origin of the ray.</param>
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/// <param name="direction">The normalized direction of the ray.</param>
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public Ray(Vector3 position, Vector3 direction)
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{
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Position = position;
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Direction = direction;
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}
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/// <summary>
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/// Gets a point at distance long ray.
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/// </summary>
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/// <param name="distance">The distance from ray origin.</param>
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/// <returns>The calculated point.</returns>
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public Vector3 GetPoint(float distance)
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{
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return Position + Direction * distance;
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}
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/// <summary>
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/// Determines if there is an intersection between the current object and a point.
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/// </summary>
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/// <param name="point">The point to test.</param>
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/// <returns>Whether the two objects intersected.</returns>
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public bool Intersects(ref Vector3 point)
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{
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return CollisionsHelper.RayIntersectsPoint(ref this, ref point);
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}
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/// <summary>
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/// Determines if there is an intersection between the current object and a <see cref="Ray" />.
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/// </summary>
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/// <param name="ray">The ray to test.</param>
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/// <returns>Whether the two objects intersected.</returns>
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public bool Intersects(ref Ray ray)
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{
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return CollisionsHelper.RayIntersectsRay(ref this, ref ray, out _);
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}
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/// <summary>
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/// Determines if there is an intersection between the current object and a <see cref="Ray" />.
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/// </summary>
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/// <param name="ray">The ray to test.</param>
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/// <param name="point">
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/// When the method completes, contains the point of intersection,
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/// or <see cref="Vector3.Zero" /> if there was no intersection.
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/// </param>
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/// <returns>Whether the two objects intersected.</returns>
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public bool Intersects(ref Ray ray, out Vector3 point)
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{
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return CollisionsHelper.RayIntersectsRay(ref this, ref ray, out point);
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}
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/// <summary>
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/// Determines if there is an intersection between the current object and a <see cref="Plane" />.
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/// </summary>
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/// <param name="plane">The plane to test</param>
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/// <returns>Whether the two objects intersected.</returns>
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public bool Intersects(ref Plane plane)
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{
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return CollisionsHelper.RayIntersectsPlane(ref this, ref plane, out float _);
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}
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/// <summary>
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/// Determines if there is an intersection between the current object and a <see cref="Plane" />.
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/// </summary>
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/// <param name="plane">The plane to test.</param>
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/// <param name="distance">
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/// When the method completes, contains the distance of the intersection,
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/// or 0 if there was no intersection.
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/// </param>
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/// <returns>Whether the two objects intersected.</returns>
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public bool Intersects(ref Plane plane, out float distance)
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{
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return CollisionsHelper.RayIntersectsPlane(ref this, ref plane, out distance);
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}
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/// <summary>
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/// Determines if there is an intersection between the current object and a <see cref="Plane" />.
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/// </summary>
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/// <param name="plane">The plane to test.</param>
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/// <param name="point">
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/// When the method completes, contains the point of intersection,
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/// or <see cref="Vector3.Zero" /> if there was no intersection.
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/// </param>
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/// <returns>Whether the two objects intersected.</returns>
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public bool Intersects(ref Plane plane, out Vector3 point)
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{
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return CollisionsHelper.RayIntersectsPlane(ref this, ref plane, out point);
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}
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/// <summary>
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/// Determines if there is an intersection between the current object and a triangle.
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/// </summary>
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/// <param name="vertex1">The first vertex of the triangle to test.</param>
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/// <param name="vertex2">The second vertex of the triangle to test.</param>
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/// <param name="vertex3">The third vertex of the triangle to test.</param>
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/// <returns>Whether the two objects intersected.</returns>
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public bool Intersects(ref Vector3 vertex1, ref Vector3 vertex2, ref Vector3 vertex3)
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{
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return CollisionsHelper.RayIntersectsTriangle(ref this, ref vertex1, ref vertex2, ref vertex3, out float _);
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}
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/// <summary>
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/// Determines if there is an intersection between the current object and a triangle.
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/// </summary>
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/// <param name="vertex1">The first vertex of the triangle to test.</param>
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/// <param name="vertex2">The second vertex of the triangle to test.</param>
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/// <param name="vertex3">The third vertex of the triangle to test.</param>
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/// <param name="distance">
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/// When the method completes, contains the distance of the intersection,
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/// or 0 if there was no intersection.
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/// </param>
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/// <returns>Whether the two objects intersected.</returns>
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public bool Intersects(ref Vector3 vertex1, ref Vector3 vertex2, ref Vector3 vertex3, out float distance)
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{
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return CollisionsHelper.RayIntersectsTriangle(ref this, ref vertex1, ref vertex2, ref vertex3, out distance);
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}
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/// <summary>
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/// Determines if there is an intersection between the current object and a triangle.
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/// </summary>
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/// <param name="vertex1">The first vertex of the triangle to test.</param>
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/// <param name="vertex2">The second vertex of the triangle to test.</param>
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/// <param name="vertex3">The third vertex of the triangle to test.</param>
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/// <param name="point">
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/// When the method completes, contains the point of intersection,
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/// or <see cref="Vector3.Zero" /> if there was no intersection.
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/// </param>
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/// <returns>Whether the two objects intersected.</returns>
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public bool Intersects(ref Vector3 vertex1, ref Vector3 vertex2, ref Vector3 vertex3, out Vector3 point)
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{
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return CollisionsHelper.RayIntersectsTriangle(ref this, ref vertex1, ref vertex2, ref vertex3, out point);
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}
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/// <summary>
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/// Determines if there is an intersection between the current object and a <see cref="BoundingBox" />.
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/// </summary>
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/// <param name="box">The box to test.</param>
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/// <returns>Whether the two objects intersected.</returns>
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public bool Intersects(ref BoundingBox box)
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{
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return CollisionsHelper.RayIntersectsBox(ref this, ref box, out float _);
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}
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/// <summary>
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/// Determines if there is an intersection between the current object and a <see cref="BoundingBox" />.
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/// </summary>
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/// <param name="box">The box to test.</param>
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/// <returns>Whether the two objects intersected.</returns>
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public bool Intersects(BoundingBox box)
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{
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return Intersects(ref box);
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}
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/// <summary>
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/// Determines if there is an intersection between the current object and a <see cref="BoundingBox" />.
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/// </summary>
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/// <param name="box">The box to test.</param>
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/// <param name="distance">
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/// When the method completes, contains the distance of the intersection,
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/// or 0 if there was no intersection.
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/// </param>
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/// <returns>Whether the two objects intersected.</returns>
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public bool Intersects(ref BoundingBox box, out float distance)
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{
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return CollisionsHelper.RayIntersectsBox(ref this, ref box, out distance);
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}
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/// <summary>
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/// Determines if there is an intersection between the current object and a <see cref="BoundingBox" />.
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/// </summary>
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/// <param name="box">The box to test.</param>
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/// <param name="point">
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/// When the method completes, contains the point of intersection,
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/// or <see cref="Vector3.Zero" /> if there was no intersection.
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/// </param>
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/// <returns>Whether the two objects intersected.</returns>
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public bool Intersects(ref BoundingBox box, out Vector3 point)
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{
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return CollisionsHelper.RayIntersectsBox(ref this, ref box, out point);
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}
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/// <summary>
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/// Determines if there is an intersection between the current object and a <see cref="BoundingSphere" />.
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/// </summary>
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/// <param name="sphere">The sphere to test.</param>
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/// <returns>Whether the two objects intersected.</returns>
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public bool Intersects(ref BoundingSphere sphere)
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{
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return CollisionsHelper.RayIntersectsSphere(ref this, ref sphere, out float _);
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}
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/// <summary>
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/// Determines if there is an intersection between the current object and a <see cref="BoundingSphere" />.
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/// </summary>
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/// <param name="sphere">The sphere to test.</param>
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/// <returns>Whether the two objects intersected.</returns>
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public bool Intersects(BoundingSphere sphere)
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{
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return Intersects(ref sphere);
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}
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/// <summary>
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/// Determines if there is an intersection between the current object and a <see cref="BoundingSphere" />.
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/// </summary>
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/// <param name="sphere">The sphere to test.</param>
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/// <param name="distance">
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/// When the method completes, contains the distance of the intersection,
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/// or 0 if there was no intersection.
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/// </param>
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/// <returns>Whether the two objects intersected.</returns>
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public bool Intersects(ref BoundingSphere sphere, out float distance)
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{
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return CollisionsHelper.RayIntersectsSphere(ref this, ref sphere, out distance);
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}
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/// <summary>
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/// Determines if there is an intersection between the current object and a <see cref="BoundingSphere" />.
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/// </summary>
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/// <param name="sphere">The sphere to test.</param>
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/// <param name="point">
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/// When the method completes, contains the point of intersection,
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/// or <see cref="Vector3.Zero" /> if there was no intersection.
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/// </param>
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/// <returns>Whether the two objects intersected.</returns>
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public bool Intersects(ref BoundingSphere sphere, out Vector3 point)
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{
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return CollisionsHelper.RayIntersectsSphere(ref this, ref sphere, out point);
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}
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/// <summary>
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/// Calculates a world space ray from 2d screen coordinates.
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/// </summary>
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/// <param name="x">The X coordinate on 2d screen.</param>
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/// <param name="y">The Y coordinate on 2d screen.</param>
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/// <param name="viewport">The screen viewport.</param>
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/// <param name="vp">The View*Projection matrix.</param>
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/// <returns>The resulting ray.</returns>
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public static Ray GetPickRay(float x, float y, ref Viewport viewport, ref Matrix vp)
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{
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Vector3 nearPoint = new Vector3(x, y, 0.0f);
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Vector3 farPoint = new Vector3(x, y, 1.0f);
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nearPoint = Vector3.Unproject(nearPoint, viewport.X, viewport.Y, viewport.Width, viewport.Height, viewport.MinDepth, viewport.MaxDepth, vp);
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farPoint = Vector3.Unproject(farPoint, viewport.X, viewport.Y, viewport.Width, viewport.Height, viewport.MinDepth, viewport.MaxDepth, vp);
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Vector3 direction = farPoint - nearPoint;
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direction.Normalize();
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return new Ray(nearPoint, direction);
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}
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/// <summary>
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/// Tests for equality between two objects.
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/// </summary>
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/// <param name="left">The first value to compare.</param>
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/// <param name="right">The second value to compare.</param>
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/// <returns>
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/// <c>true</c> if <paramref name="left" /> has the same value as <paramref name="right" />; otherwise,
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/// <c>false</c>.
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/// </returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool operator ==(Ray left, Ray right)
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{
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return left.Equals(ref right);
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}
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/// <summary>
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/// Tests for inequality between two objects.
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/// </summary>
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/// <param name="left">The first value to compare.</param>
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/// <param name="right">The second value to compare.</param>
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/// <returns>
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/// <c>true</c> if <paramref name="left" /> has a different value than <paramref name="right" />; otherwise,
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/// <c>false</c>.
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/// </returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool operator !=(Ray left, Ray right)
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{
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return !left.Equals(ref right);
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}
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/// <summary>
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/// Returns a <see cref="System.String" /> that represents this instance.
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/// </summary>
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/// <returns>
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/// A <see cref="System.String" /> that represents this instance.
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/// </returns>
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public override string ToString()
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{
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return string.Format(CultureInfo.CurrentCulture, "Position:{0} Direction:{1}", Position.ToString(), Direction.ToString());
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}
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/// <summary>
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/// Returns a <see cref="System.String" /> that represents this instance.
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/// </summary>
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/// <param name="format">The format.</param>
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/// <returns>
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/// A <see cref="System.String" /> that represents this instance.
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/// </returns>
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public string ToString(string format)
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{
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return string.Format(CultureInfo.CurrentCulture, "Position:{0} Direction:{1}", Position.ToString(format, CultureInfo.CurrentCulture),
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Direction.ToString(format, CultureInfo.CurrentCulture));
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}
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/// <summary>
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/// Returns a <see cref="System.String" /> that represents this instance.
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/// </summary>
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/// <param name="formatProvider">The format provider.</param>
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/// <returns>
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/// A <see cref="System.String" /> that represents this instance.
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/// </returns>
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public string ToString(IFormatProvider formatProvider)
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{
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return string.Format(formatProvider, "Position:{0} Direction:{1}", Position.ToString(), Direction.ToString());
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}
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/// <summary>
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/// Returns a <see cref="System.String" /> that represents this instance.
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/// </summary>
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/// <param name="format">The format.</param>
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/// <param name="formatProvider">The format provider.</param>
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/// <returns>
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/// A <see cref="System.String" /> that represents this instance.
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/// </returns>
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public string ToString(string format, IFormatProvider formatProvider)
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{
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return string.Format(formatProvider, "Position:{0} Direction:{1}", Position.ToString(format, formatProvider),
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Direction.ToString(format, formatProvider));
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}
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/// <summary>
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/// Returns a hash code for this instance.
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/// </summary>
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/// <returns>
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/// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
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/// </returns>
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public override int GetHashCode()
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{
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unchecked
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{
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return (Position.GetHashCode() * 397) ^ Direction.GetHashCode();
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}
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}
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/// <summary>
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/// Determines whether the specified <see cref="Vector4" /> is equal to this instance.
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/// </summary>
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/// <param name="value">The <see cref="Vector4" /> to compare with this instance.</param>
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/// <returns>
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/// <c>true</c> if the specified <see cref="Vector4" /> is equal to this instance; otherwise, <c>false</c>.
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/// </returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool Equals(ref Ray value)
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{
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return (Position == value.Position) && (Direction == value.Direction);
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}
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/// <summary>
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/// Determines whether the specified <see cref="Vector4" /> is equal to this instance.
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/// </summary>
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/// <param name="value">The <see cref="Vector4" /> to compare with this instance.</param>
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/// <returns>
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/// <c>true</c> if the specified <see cref="Vector4" /> is equal to this instance; otherwise, <c>false</c>.
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/// </returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public bool Equals(Ray value)
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{
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return Equals(ref value);
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}
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/// <summary>
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/// Determines whether the specified <see cref="System.Object" /> is equal to this instance.
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/// </summary>
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/// <param name="value">The <see cref="System.Object" /> to compare with this instance.</param>
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/// <returns>
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/// <c>true</c> if the specified <see cref="System.Object" /> is equal to this instance; otherwise, <c>false</c>.
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/// </returns>
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public override bool Equals(object value)
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{
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if (!(value is Ray))
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return false;
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var strongValue = (Ray)value;
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return Equals(ref strongValue);
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}
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}
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}
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