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ray.js
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ray.js
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/* Copyright (c) 2009-2010 King Abdullah University of Science and Technology
*
* 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.
*/
/** @class
* This class is a simple encapsulation of some ray
* functionality. I use it for the trackball interface
*
* In all fairness, it is a ray implementation that assumes
* that all rays begin at the origin. A more appropriate
* name for this class might have been vector.
*
* @param {Number} x the x component
* @param {Number} y the y component
* @param {Number} z the z component
*/
function ray(x, y, z) {
/** Local copy of the x coordinate */
this.x = x;
/** Local copy of the y coordinate */
this.y = y;
/** Local copy of the z coordinate */
this.z = z;
/** Cross product. Returns a brand new instance of ray that
* is orthogonal to both this and other.
*
* @param {ray} other
* @returns ray
*/
this.cross = function(other) {
var x = this.y * other.z - this.z * other.y;
var y = this.z * other.x - this.x * other.z;
var z = this.x * other.y - this.y * other.x;
return new ray(x, y, z);
}
/** Length of the ray
*
* @returns Number
*/
this.length = function() {
return Math.sqrt(x * x + y * y + z * z);
}
/** Dot this ray with another, called other.
*
* @param {ray} other
* @returns Number
*/
this.dot = function(other) {
return this.x * other.x + this.y * other.y + this.z * other.z;
}
}