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/*
 * Copyright 1999-2008 Sun Microsystems, Inc.  All Rights Reserved.
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 *
 * This code is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License version 2 only, as
 * published by the Free Software Foundation.  Sun designates this
 * particular file as subject to the "Classpath" exception as provided
 * by Sun in the LICENSE file that accompanied this code.
 *
 * This code is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
 * version 2 for more details (a copy is included in the LICENSE file that
 * accompanied this code).
 *
 * You should have received a copy of the GNU General Public License version
 * 2 along with this work; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
 *
 * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
 * CA 95054 USA or visit www.sun.com if you need additional information or
 * have any questions.
 *
 */

package javax.media.j3d;

import javax.vecmath.Point3d;
import javax.vecmath.Point4d;

/**
 * PickCylinderSegment is a finite cylindrical segment 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 PickCylinderSegment extends PickCylinder {

    Point3d end;

    /**
     * Constructs an empty PickCylinderSegment.
     * The origin and end points of the cylindrical segment are
     * initialized to (0,0,0).  The radius is initialized
     * to 0.
     */
    public PickCylinderSegment() {
	this.end = new Point3d();
    }

    /**
     * Constructs a finite cylindrical segment pick shape from the specified
     * parameters.
     * @param origin the origin point of the cylindrical segment.
     * @param end the end point of the cylindrical segment.
     * @param radius the radius of the cylindrical segment.
     */
    public PickCylinderSegment(Point3d origin, Point3d end, double radius) {
	this.origin = new Point3d(origin);
	this.end = new Point3d(end);
	this.radius = radius;
	calcDirection(); // calculate direction, based on start and end
    }

    /**
     * Sets the parameters of this PickCylinderSegment to the specified values.
     * @param origin the origin point of the cylindrical segment.
     * @param end the end point of the cylindrical segment.
     * @param radius the radius of the cylindrical segment.
     */
    public void set(Point3d origin, Point3d end, double radius) {
	this.origin.set(origin);
	this.end.set(end);
	this.radius = radius;
	calcDirection(); // calculate direction, based on start and end
    }

    /** Calculates the direction for this PickCylinderSegment, based on start
      and end points.
      */
    private void calcDirection() {
	this.direction.x = end.x - origin.x;
	this.direction.y = end.y - origin.y;
	this.direction.z = end.z - origin.z;
    }

    /**
     * Gets the end point of this PickCylinderSegment.
     * @param end the Point3d object into which the end point
     * will be copied.
     */
    public void getEnd(Point3d end) {
	end.set(this.end);
    }

    /**
     * Returns 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).
     */
    @Override
    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 = Utils.ptToSegSquare(sphCenter, origin, end, null);
	    if (sqDist <= (sphRadius+radius)*(sphRadius+radius)) {
		return true;
	    }
	    return false; // we are too far to intersect
	}
	//
	// ================ 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 = Utils.ptToSegSquare(center, origin, end, null);
	    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 (((BoundingBox)bounds).intersect (origin, end, 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 (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




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