/**************************************************************************** ** ** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPLv3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qray3d.h" #include QT_BEGIN_NAMESPACE namespace Qt3D { /*! \class QRay3D \brief The QRay3D class defines a directional line in 3D space extending through an origin point. \since 5.5 \ingroup qt3d \ingroup qt3d::math A ray is defined by the origin() point and the direction() vector. Rays are infinite in length, extending out from origin() in both directions. If the direction() is zero length, then the behavior of the class is undefined. A ray can be thought of as a one-dimensional co-ordinate system. If the co-ordinate is \b t then the origin() point is at \b t = 0, the point origin() + direction() is at \b t = 1, and the point origin() - direction() is at \b t = -1. The point() method can be used to obtain the position of a point within this one-dimensional co-ordinate system. The projectedDistance() method can be used to convert a point into a value in this one-dimensional co-ordinate system. */ /*! \fn QRay3D::QRay3D() Construct a default ray with an origin() of (0, 0, 0) and a direction() of (0, 0, 1). */ QRay3D::QRay3D() : m_direction(0.0f, 0.0f, 1.0f) { } /*! \fn QRay3D::QRay3D(const QVector3D &origin, const QVector3D &direction) Construct a ray given its defining \a origin and \a direction. The \a direction does not need to be normalized. To construct a ray that passes through two points, use the following: \code QRay3D thruAB(pointA, pointB - pointA); \endcode */ QRay3D::QRay3D(const QVector3D &origin, const QVector3D &direction) : m_origin(origin) , m_direction(direction) {} QRay3D::~QRay3D() { } /*! \fn QVector3D QRay3D::origin() const Returns the origin of this ray. The default value is (0, 0, 0). \sa setOrigin(), direction() */ QVector3D QRay3D::origin() const { return m_origin; } /*! \fn void QRay3D::setOrigin(const QVector3D &value) Sets the origin point of this ray to \a value. \sa origin(), setDirection() */ void QRay3D::setOrigin(const QVector3D &value) { m_origin = value; } /*! \fn QVector3D QRay3D::direction() const Returns the direction vector of this ray. The default value is (0, 0, 1). \sa setDirection(), origin() */ QVector3D QRay3D::direction() const { return m_direction; } /*! \fn void QRay3D::setDirection(const QVector3D &direction) Sets the direction vector of this ray to \a direction. \sa direction(), setOrigin() */ void QRay3D::setDirection(const QVector3D &value) { if (value.isNull()) return; m_direction = value; } QVector3D QRay3D::point(float t) const { return m_origin + t * m_direction; } QRay3D &QRay3D::transform(const QMatrix4x4 &matrix) { m_origin = matrix * m_origin; m_direction = matrix.mapVector(m_direction); return *this; } QRay3D QRay3D::transformed(const QMatrix4x4 &matrix) const { return QRay3D(matrix * m_origin, matrix.mapVector(m_direction)); } bool QRay3D::operator==(const QRay3D &other) const { return m_origin == other.origin() && m_direction == other.direction(); } bool QRay3D::operator!=(const QRay3D &other) const { return !(*this == other); } /*! Returns true if \a point lies on this ray; false otherwise. */ bool QRay3D::contains(const QVector3D &point) const { QVector3D ppVec(point - m_origin); if (ppVec.isNull()) // point coincides with origin return true; const float dot = QVector3D::dotProduct(ppVec, m_direction); if (qFuzzyIsNull(dot)) return false; return qFuzzyCompare(dot*dot, ppVec.lengthSquared() * m_direction.lengthSquared()); } /*! Returns true if \a ray lies on this ray; false otherwise. If true, this implies that the two rays are actually the same, but with different origin() points or an inverted direction(). */ bool QRay3D::contains(const QRay3D &ray) const { const float dot = QVector3D::dotProduct(m_direction, ray.direction()); if (!qFuzzyCompare(dot*dot, m_direction.lengthSquared() * ray.direction().lengthSquared())) return false; return contains(ray.origin()); } /*! \fn QVector3D QRay3D::point(float t) const Returns the point on the ray defined by moving \a t units along the ray in the direction of the direction() vector. Note that \a t may be negative in which case the point returned will lie behind the origin() point with respect to the direction() vector. The units for \a t are defined by direction(). The return value is precisely origin() + t * direction(). \sa projectedDistance(), distance() */ /*! Returns the number of direction() units along the ray from origin() to \a point. Essentially, this function computes the value t, where \a point = origin() + t * direction(). If \a point is not on the ray, then the closest point that is on the ray will be used instead. If the return value is positive, then \a point lies in front of the origin() with respect to the direction() vector. If the return value is negative, then \a point lies behind the origin() with respect to the direction() vector. \sa point(), project() */ float QRay3D::projectedDistance(const QVector3D &point) const { Q_ASSERT(!m_direction.isNull()); return QVector3D::dotProduct(point - m_origin, m_direction) / m_direction.lengthSquared(); } /*! Returns the projection of \a vector onto this ray. In the following diagram, the dotted line is the ray, and V is the \a vector. The return value will be the vector V': \image qray3d-project.png \sa projectedDistance() */ QVector3D QRay3D::project(const QVector3D &vector) const { QVector3D norm = m_direction.normalized(); return QVector3D::dotProduct(vector, norm) * norm; } /*! Returns the minimum distance from this ray to \a point, or equivalently the length of a line perpendicular to this ray which passes through \a point. If \a point is on the ray, then this function will return zero. \sa point() */ float QRay3D::distance(const QVector3D &point) const { float t = projectedDistance(point); return (point - (m_origin + t * m_direction)).length(); } /*! \fn QRay3D &QRay3D::transform(const QMatrix4x4 &matrix) Transforms this ray using \a matrix, replacing origin() and direction() with the transformed versions. \sa transformed() */ /*! \fn QRay3D QRay3D::transformed(const QMatrix4x4 &matrix) const Returns a new ray that is formed by transforming origin() and direction() using \a matrix. \sa transform() */ /*! \fn bool QRay3D::operator==(const QRay3D &other) Returns true if this ray is the same as \a other; false otherwise. \sa operator!=() */ /*! \fn bool QRay3D::operator!=(const QRay3D &other) Returns true if this ray is not the same as \a other; false otherwise. \sa operator==() */ /*! \fn bool qFuzzyCompare(const QRay3D &ray1, const QRay3D &ray2) \relates QRay3D Returns true if \a ray1 and \a ray2 are almost equal; false otherwise. */ #ifndef QT_NO_DEBUG_STREAM QDebug operator<<(QDebug dbg, const QRay3D &ray) { QDebugStateSaver saver(dbg); dbg.nospace() << "QRay3D(origin(" << ray.origin().x() << ", " << ray.origin().y() << ", " << ray.origin().z() << ") - direction(" << ray.direction().x() << ", " << ray.direction().y() << ", " << ray.direction().z() << "))"; return dbg; } #endif #ifndef QT_NO_DATASTREAM /*! \relates QRay3D Writes the given \a ray to the given \a stream and returns a reference to the stream. */ QDataStream &operator<<(QDataStream &stream, const QRay3D &ray) { stream << ray.origin(); stream << ray.direction(); return stream; } /*! \relates QRay3D Reads a 3D ray from the given \a stream into the given \a ray and returns a reference to the stream. */ QDataStream &operator>>(QDataStream &stream, QRay3D &ray) { QVector3D origin, direction; stream >> origin; stream >> direction; ray = QRay3D(origin, direction); return stream; } #endif // QT_NO_DATASTREAM } // namespace Qt3D QT_END_NAMESPACE