Esempio n. 1
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  /** Intersects this ray with a sphere. */
  public Collection<Vec3f> intersect(Sphere sphere) {
    float[] t = Line.intersectLengths(p, d, sphere);
    if (t == null) return null;

    ArrayList<Vec3f> intersections = new ArrayList<Vec3f>(2);
    for (float time : t) if (time >= 0) intersections.add(p.plus(d.times(time)));

    return intersections;
  }
Esempio n. 2
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  /** Intersects this ray with a convex polygon. */
  public Vec3f intersect(ConvexPolygon poly) {
    float nDotD = poly.n.dot(d);
    if (nDotD == 0) return null;
    float t = poly.n.dot(poly.v[0].minus(p)) / nDotD;
    Vec3f x = p.plus(d.times(t));
    return (poly.contains(x) ? x : null);

    //    Vec3f x = intersect(new Plane(poly.v[0], poly.n));
    //    return (x != null || poly.contains(x)) ? x : null;
  }
Esempio n. 3
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 /** Intersects this ray with a plane. */
 public Vec3f intersect(Plane plane) {
   float t = Line.intersectLength(p, d, plane);
   return t < 0 ? null : p.plus(d.times(t));
 }
Esempio n. 4
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 public Ray(ConstVec3f position, ConstVec3f direction) {
   this.p = position;
   this.d = direction.normalized();
 }