Roblox-File-Format/DataTypes/Ray.cs
CloneTrooper1019 de8df15d3f Large scale refactor to add class support!
Instance classes are now strongly typed with real property fields that
are derived from the JSON API Dump! This required a lot of reworking
across the board:

- Classes and Enums are auto-generated in the 'Generated' folder now.
This is done using a custom built-in plugin, which can be found in
the Plugins folder of this project.
- Property objects are now tied to .NET's reflection system. Reading
and writing from them will try to redirect into a field of the
Instance they are bound to.
- Property types that were loosely defined now have proper data types
(such as Color3uint8, Content, ProtectedString, SharedString, etc)
- Fixed an error with the CFrame directional vectors.
- The binary PRNT chunk now writes instances in child->parent order.
- Enums are now generated correctly, with up-to-date values.
- INST chunks are now referred to as 'Classes' instead of 'Types'.
- Unary operator added to Vector2 and Vector3.
- CollectionService tags can now be manipulated per-instance using
the Instance.Tags member.
- The Instance.Archivable property now works correctly.
- XML files now save/load metadata correctly.
- Cleaned up the property tokens directory.

I probably missed a few things, but that's a general overview of
everything that changed.
2019-06-30 17:01:19 -05:00

52 lines
1.2 KiB
C#

namespace RobloxFiles.DataTypes
{
public class Ray
{
public readonly Vector3 Origin;
public readonly Vector3 Direction;
public Ray Unit
{
get
{
Ray unit;
if (Direction.Magnitude == 1.0f)
unit = this;
else
unit = new Ray(Origin, Direction.Unit);
return unit;
}
}
public Ray(Vector3 origin = null, Vector3 direction = null)
{
Origin = origin ?? new Vector3();
Direction = direction ?? new Vector3();
}
public override string ToString()
{
return '{' + Origin.ToString() + "}, {" + Direction.ToString() + '}';
}
public Vector3 ClosestPoint(Vector3 point)
{
Vector3 result = Origin;
float dist = Direction.Dot(point - result);
if (dist >= 0)
result += (Direction * dist);
return result;
}
public float Distance(Vector3 point)
{
Vector3 closestPoint = ClosestPoint(point);
return (point - closestPoint).Magnitude;
}
}
}