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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 org.scijava.java3d;
import org.scijava.vecmath.Point3d;
import org.scijava.vecmath.Point4d;
import org.scijava.vecmath.Vector3d;
/**
* 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).
*/
@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.ptToRaySquare(sphCenter, origin, direction, null);
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 = Utils.ptToRaySquare(center, origin, direction, 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 (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 (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