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MalisisCore is a framework dedicated to simplify many processes required during a mod development.
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/*
* The MIT License (MIT)
*
* Copyright (c) 2014 Ordinastie
*
* 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.
*/
package net.malisis.core.util;
import java.util.ArrayList;
import java.util.List;
import org.apache.commons.lang3.tuple.Pair;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.Vec3d;
/**
*
* @author Ordinastie
*
*/
public class Ray
{
/** Origin {@link Point} of this {@link Ray}. */
public Point origin;
/** Direction of this {@link Ray}. */
public Vector direction;
/**
* Instantiates a new {@link Ray}.
*
* @param p the origin {@link Point}
* @param v the direction {@link Vector}
*/
public Ray(Point p, Vector v)
{
origin = p;
direction = v;
}
/**
* Instantiates a new {@link Ray} from a specified one.
*
* @param r the ray to copy
*/
public Ray(Ray r)
{
origin = new Point(r.origin);
direction = new Vector(r.direction);
}
/**
* Instantiates a new {@link Ray} from two {@link Vec3d}.
*
* @param src the src
* @param dest the dest
*/
public Ray(Vec3d src, Vec3d dest)
{
origin = new Point(src);
direction = new Vector(origin, new Point(dest));
}
/**
* Gets the {@link Point} at the specified distance.
*
* @param t the distance
* @return the point at the distance t
*/
public Point getPointAt(double t)
{
if (Double.isNaN(t))
return null;
return new Point(origin.x + t * direction.x, origin.y + t * direction.y, origin.z + t * direction.z);
}
/**
* Gets the distance to the plane at x.
*
* @param x the x plane
* @return the distance
*/
public double intersectX(double x)
{
if (direction.x == 0)
return Double.NaN;
return (x - origin.x) / direction.x;
}
/**
* Gets the distance to the plane at y.
*
* @param y the y plane
* @return the distance
*/
public double intersectY(double y)
{
if (direction.y == 0)
return Double.NaN;
return (y - origin.y) / direction.y;
}
/**
* Gets the distance to the plane at z.
*
* @param z the z plane
* @return the distance
*/
public double intersectZ(double z)
{
if (direction.z == 0)
return Double.NaN;
return (z - origin.z) / direction.z;
}
/**
* Finds the points intersecting the {@link AxisAlignedBB}
*
* @param aabb the aabb
* @return the list
*/
public List> intersect(AxisAlignedBB aabb)
{
double ix = intersectX(aabb.minX);
double iX = intersectX(aabb.maxX);
double iy = intersectY(aabb.minY);
double iY = intersectY(aabb.maxY);
double iz = intersectZ(aabb.minZ);
double iZ = intersectZ(aabb.maxZ);
Point interx = ix >= 0 ? getPointAt(ix) : null;
Point interX = iX >= 0 ? getPointAt(iX) : null;
Point intery = iy >= 0 ? getPointAt(iy) : null;
Point interY = iY >= 0 ? getPointAt(iY) : null;
Point interz = iz >= 0 ? getPointAt(iz) : null;
Point interZ = iZ >= 0 ? getPointAt(iZ) : null;
List> list = new ArrayList<>();
if (interx != null && interx.isInside(aabb))
list.add(Pair.of(EnumFacing.WEST, interx));
if (interX != null && interX.isInside(aabb))
list.add(Pair.of(EnumFacing.EAST, interX));
if (intery != null && intery.isInside(aabb))
list.add(Pair.of(EnumFacing.DOWN, intery));
if (interY != null && interY.isInside(aabb))
list.add(Pair.of(EnumFacing.UP, interY));
if (interz != null && interz.isInside(aabb))
list.add(Pair.of(EnumFacing.NORTH, interz));
if (interZ != null && interZ.isInside(aabb))
list.add(Pair.of(EnumFacing.SOUTH, interZ));
return list;
}
@Override
public String toString()
{
return "O:" + origin + " / D:" + direction;
}
}
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