Package org.joml

Class FrustumRayBuilder

java.lang.Object
org.joml.FrustumRayBuilder

public class FrustumRayBuilder extends Object
Provides methods to compute rays through an arbitrary perspective transformation defined by a Matrix4fc.

This can be used to compute the eye-rays in simple software-based raycasting/raytracing.

To obtain the origin of the rays call origin(Vector3f). Then to compute the directions of subsequent rays use dir(float, float, Vector3f).

Author:
Kai Burjack
  • Constructor Details

    • FrustumRayBuilder

      public FrustumRayBuilder()
      Create a new FrustumRayBuilder with an undefined frustum.

      Before obtaining ray directions, make sure to define the frustum using set(Matrix4fc).

    • FrustumRayBuilder

      public FrustumRayBuilder(Matrix4fc m)
      Create a new FrustumRayBuilder from the given matrix by extracing the matrix's frustum.
      Parameters:
      m - the Matrix4fc to create the frustum from
  • Method Details

    • set

      public FrustumRayBuilder set(Matrix4fc m)
      Update the stored frustum corner rays and origin of this FrustumRayBuilder with the given matrix.

      Reference: Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix

      Reference: http://geomalgorithms.com

      Parameters:
      m - the matrix to update the frustum corner rays and origin with
      Returns:
      this
    • origin

      public Vector3fc origin(Vector3f origin)
      Store the eye/origin of the perspective frustum in the given origin.
      Parameters:
      origin - will hold the perspective origin
      Returns:
      the origin vector
    • dir

      public Vector3fc dir(float x, float y, Vector3f dir)
      Obtain the normalized direction of a ray starting at the center of the coordinate system and going through the near frustum plane.

      The parameters x and y are used to interpolate the generated ray direction from the bottom-left to the top-right frustum corners.

      Parameters:
      x - the interpolation factor along the left-to-right frustum planes, within [0..1]
      y - the interpolation factor along the bottom-to-top frustum planes, within [0..1]
      dir - will hold the normalized ray direction
      Returns:
      the dir vector