com.jme3.math

## Class Ray

• java.lang.Object
• com.jme3.math.Ray
• All Implemented Interfaces:
Collidable, Savable, java.io.Serializable, java.lang.Cloneable

public final class Ray
extends java.lang.Object
implements Savable, java.lang.Cloneable, Collidable, java.io.Serializable
Ray defines a line segment which has an origin and a direction. That is, a point and an infinite ray is cast from this point. The ray is defined by the following equation: R(t) = origin + t*direction for t >= 0.
Serialized Form
• ### Field Summary

Fields
Modifier and Type Field and Description
Vector3f direction
The direction of the ray.
float limit
The length of the ray (defaults to +Infinity).
Vector3f origin
The ray's beginning point.
• ### Constructor Summary

Constructors
Constructor and Description
Ray()
Constructor instantiates a new Ray object.
Ray(Vector3f origin, Vector3f direction)
Constructor instantiates a new Ray object.
• ### Method Summary

All Methods
Modifier and Type Method and Description
Ray clone()
Create a copy of this ray.
int collideWith(Collidable other, CollisionResults results)
Check collision with another Collidable.
float distanceSquared(Vector3f point)
Calculate the squared distance from this ray to the specified point.
Vector3f getDirection()
getDirection retrieves the direction vector of the ray.
float getLimit()
getLimit returns the limit of the ray, aka the length.
Vector3f getOrigin()
getOrigin retrieves the origin point of the ray.
float intersects(Vector3f v0, Vector3f v1, Vector3f v2)
boolean intersectsWherePlane(Plane p, Vector3f loc)
boolean intersectWhere(Triangle t, Vector3f loc)
intersectWhere determines if the Ray intersects a triangle.
boolean intersectWhere(Vector3f v0, Vector3f v1, Vector3f v2, Vector3f loc)
intersectWhere determines if the Ray intersects a triangle defined by the specified points and if so it stores the point of intersection in the given loc vector.
boolean intersectWherePlanar(Triangle t, Vector3f loc)
intersectWherePlanar determines if the Ray intersects a triangle and if so it stores the point of intersection in the given loc vector as t, u, v where t is the distance from the origin to the point of intersection and u,v is the intersection point in terms of the triangle plane.
boolean intersectWherePlanar(Vector3f v0, Vector3f v1, Vector3f v2, Vector3f loc)
intersectWherePlanar determines if the Ray intersects a triangle defined by the specified points and if so it stores the point of intersection in the given loc vector as t, u, v where t is the distance from the origin to the point of intersection and u,v is the intersection point in terms of the triangle plane.
boolean intersectWherePlanarQuad(Vector3f v0, Vector3f v1, Vector3f v2, Vector3f loc)
intersectWherePlanar determines if the Ray intersects a quad defined by the specified points and if so it stores the point of intersection in the given loc vector as t, u, v where t is the distance from the origin to the point of intersection and u,v is the intersection point in terms of the quad plane.
De-serialize this ray from the specified importer, for example when loading from a J3O file.
void set(Ray source)
Copies information from a source ray into this ray.
void setDirection(Vector3f direction)
setDirection sets the direction vector of the ray.
void setLimit(float limit)
setLimit sets the limit of the ray.
void setOrigin(Vector3f origin)
setOrigin sets the origin of the ray.
java.lang.String toString()
Represent this ray as a String.
void write(JmeExporter e)
Serialize this ray to the specified exporter, for example when saving to a J3O file.
• ### Methods inherited from class java.lang.Object

equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait
• ### Field Detail

• #### origin

public Vector3f origin
The ray's beginning point.
• #### direction

public Vector3f direction
The direction of the ray.
• #### limit

public float limit
The length of the ray (defaults to +Infinity).
• ### Constructor Detail

• #### Ray

public Ray()
Constructor instantiates a new Ray object. As default, the origin is (0,0,0) and the direction is (0,0,1).
• #### Ray

public Ray(Vector3f origin,
Vector3f direction)
Constructor instantiates a new Ray object. The origin and direction are given.
Parameters:
origin - the origin of the ray.
direction - the direction the ray travels in.
• ### Method Detail

• #### intersectWhere

public boolean intersectWhere(Triangle t,
Vector3f loc)
intersectWhere determines if the Ray intersects a triangle. It then stores the point of intersection in the given loc vector
Parameters:
t - the Triangle to test against.
loc - storage vector to save the collision point in (if the ray collides)
Returns:
true if the ray collides.
• #### intersectWhere

public boolean intersectWhere(Vector3f v0,
Vector3f v1,
Vector3f v2,
Vector3f loc)
intersectWhere determines if the Ray intersects a triangle defined by the specified points and if so it stores the point of intersection in the given loc vector.
Parameters:
v0 - first point of the triangle.
v1 - second point of the triangle.
v2 - third point of the triangle.
loc - storage vector to save the collision point in (if the ray collides) if null, only boolean is calculated.
Returns:
true if the ray collides.
• #### intersectWherePlanar

public boolean intersectWherePlanar(Triangle t,
Vector3f loc)
intersectWherePlanar determines if the Ray intersects a triangle and if so it stores the point of intersection in the given loc vector as t, u, v where t is the distance from the origin to the point of intersection and u,v is the intersection point in terms of the triangle plane.
Parameters:
t - the Triangle to test against.
loc - storage vector to save the collision point in (if the ray collides) as t, u, v
Returns:
true if the ray collides.
• #### intersectWherePlanar

public boolean intersectWherePlanar(Vector3f v0,
Vector3f v1,
Vector3f v2,
Vector3f loc)
intersectWherePlanar determines if the Ray intersects a triangle defined by the specified points and if so it stores the point of intersection in the given loc vector as t, u, v where t is the distance from the origin to the point of intersection and u,v is the intersection point in terms of the triangle plane.
Parameters:
v0 - first point of the triangle.
v1 - second point of the triangle.
v2 - third point of the triangle.
loc - storage vector to save the collision point in (if the ray collides) as t, u, v
Returns:
true if the ray collides.

Vector3f v1,
Vector3f v2,
Vector3f loc)
intersectWherePlanar determines if the Ray intersects a quad defined by the specified points and if so it stores the point of intersection in the given loc vector as t, u, v where t is the distance from the origin to the point of intersection and u,v is the intersection point in terms of the quad plane. One edge of the quad is [v0,v1], another one [v0,v2]. The behaviour thus is like intersectWherePlanar(Vector3f, Vector3f, Vector3f, Vector3f) except for the extended area, which is equivalent to the union of the triangles [v0,v1,v2] and [-v0+v1+v2,v1,v2].
Parameters:
v0 - top left point of the quad.
v1 - top right point of the quad.
v2 - bottom left point of the quad.
loc - storage vector to save the collision point in (if the ray collides) as t, u, v
Returns:
true if the ray collides with the quad.
• #### intersectsWherePlane

public boolean intersectsWherePlane(Plane p,
Vector3f loc)
Parameters:
p -
loc -
Returns:
true if the ray collides with the given Plane
• #### collideWith

public int collideWith(Collidable other,
CollisionResults results)
Description copied from interface: Collidable
Check collision with another Collidable.
Specified by:
collideWith in interface Collidable
Parameters:
other - The object to check collision against
results - Will contain the list of CollisionResults.
Returns:
how many collisions were found between this and other
• #### distanceSquared

public float distanceSquared(Vector3f point)
Calculate the squared distance from this ray to the specified point.
Parameters:
point - location vector of the input point (not null, unaffected)
Returns:
the square of the minimum distance (≥0)
• #### getOrigin

public Vector3f getOrigin()
getOrigin retrieves the origin point of the ray.
Returns:
the origin of the ray.
• #### setOrigin

public void setOrigin(Vector3f origin)
setOrigin sets the origin of the ray.
Parameters:
origin - the origin of the ray.
• #### getLimit

public float getLimit()
getLimit returns the limit of the ray, aka the length. If the limit is not infinity, then this ray is a line with length limit.
Returns:
the limit of the ray, aka the length.
• #### setLimit

public void setLimit(float limit)
setLimit sets the limit of the ray.
Parameters:
limit - the limit of the ray.
getLimit()
• #### getDirection

public Vector3f getDirection()
getDirection retrieves the direction vector of the ray.
Returns:
the direction of the ray.
• #### setDirection

public void setDirection(Vector3f direction)
setDirection sets the direction vector of the ray.
Parameters:
direction - the direction of the ray.
• #### set

public void set(Ray source)
Copies information from a source ray into this ray.
Parameters:
source - the ray to copy information from
• #### toString

public java.lang.String toString()
Represent this ray as a String. The format is: Ray [Origin: (X.X, Y.Y, Z.Z), Direction: (X.X, Y.Y, Z.Z)]
Overrides:
toString in class java.lang.Object
Returns:
a descriptive string of text (not null, not empty)
• #### write

public void write(JmeExporter e)
throws java.io.IOException
Serialize this ray to the specified exporter, for example when saving to a J3O file.
Specified by:
write in interface Savable
Parameters:
e - (not null)
Throws:
java.io.IOException - from the exporter

throws java.io.IOException
De-serialize this ray from the specified importer, for example when loading from a J3O file.
Specified by: