// Token: 0x060004B6 RID: 1206 RVA: 0x00018328 File Offset: 0x00016528
 public static UnitVector3 Transform(this AffineTransform3 transformer, UnitVector3 input)
 {
     return((transformer.AxisX * input.X + transformer.AxisY * input.Y + transformer.AxisZ * input.Z).GetNormalized());
 }
        // Token: 0x060000D9 RID: 217 RVA: 0x000052B4 File Offset: 0x000034B4
        public DistanceLine3Rectangle3(Line3 line, Rectangle3 rectangle)
        {
            this = default(DistanceLine3Rectangle3);
            if (Math.Abs(rectangle.Axis0.Cross(rectangle.Axis1).Dot(line.Direction)) > 1E-08)
            {
                Vector3          vector          = line.Origin - rectangle.Center;
                UnitVector3      direction       = line.Direction;
                AffineTransform3 affineTransform = Transform3Factory.CreateOrthonormalBasis(direction);
                double           num             = affineTransform.AxisX.Dot(rectangle.Axis0);
                double           num2            = affineTransform.AxisX.Dot(rectangle.Axis1);
                double           num3            = affineTransform.AxisX.Dot(vector);
                double           num4            = affineTransform.AxisY.Dot(rectangle.Axis0);
                double           num5            = affineTransform.AxisY.Dot(rectangle.Axis1);
                double           num6            = affineTransform.AxisY.Dot(vector);
                double           num7            = 1.0 / (num * num5 - num2 * num4);
                double           num8            = (num5 * num3 - num2 * num6) * num7;
                double           num9            = (num * num6 - num4 * num3) * num7;
                if (Math.Abs(num8) <= rectangle.Extent0 && Math.Abs(num9) <= rectangle.Extent1)
                {
                    double num10 = direction.Dot(rectangle.Axis0);
                    double num11 = direction.Dot(rectangle.Axis1);
                    double num12 = line.Direction.Dot(vector);
                    this.LineParameter           = num8 * num10 + num9 * num11 - num12;
                    this.RectCoord0              = num8;
                    this.RectCoord1              = num9;
                    this.ClosestPointOnLine      = line.Origin + this.LineParameter * line.Direction;
                    this.ClosestPointOnRectangle = rectangle.Center + num8 * rectangle.Axis0 + num9 * rectangle.Axis1;
                    this.SquaredDistance         = 0.0;
                    return;
                }
            }
            double num13 = double.MaxValue;

            Vector3[] array = new Vector3[]
            {
                rectangle.Extent0 *rectangle.Axis0,
                rectangle.Extent1 *rectangle.Axis1
            };
            for (int i = 0; i < 2; i++)
            {
                for (int j = 0; j < 2; j++)
                {
                    Vector3               origin               = rectangle.Center + (double)(2 * j - 1) * array[i];
                    UnitVector3           direction2           = (i == 0) ? rectangle.Axis1 : rectangle.Axis0;
                    double                extent               = (i == 0) ? rectangle.Extent1 : rectangle.Extent0;
                    Segment3              segment              = new Segment3(origin, direction2, extent);
                    DistanceLine3Segment3 distanceLine3Segment = new DistanceLine3Segment3(line, segment);
                    double                squaredDistance      = distanceLine3Segment.SquaredDistance;
                    if (squaredDistance < num13)
                    {
                        this.ClosestPointOnLine      = distanceLine3Segment.ClosestPointOnLine;
                        this.ClosestPointOnRectangle = distanceLine3Segment.ClosestPointOnSegment;
                        num13 = squaredDistance;
                        this.LineParameter = distanceLine3Segment.LineParameter;
                        double num14 = distanceLine3Segment.SegmentParameter / segment.Extent;
                        this.RectCoord0 = rectangle.Extent0 * ((double)((1 - i) * (2 * j - 1)) + (double)i * num14);
                        this.RectCoord1 = rectangle.Extent1 * ((double)((1 - j) * (2 * i - 1)) + (double)j * num14);
                    }
                }
            }
            this.SquaredDistance = num13;
        }
Beispiel #3
0
 // Token: 0x060001E6 RID: 486 RVA: 0x0000A6EC File Offset: 0x000088EC
 public AffineTransform3(UnitVector3 axisX, UnitVector3 axisY, UnitVector3 axisZ)
 {
     this = new AffineTransform3(axisX, axisY, axisZ, Vector3.Zero);
 }
Beispiel #4
0
 // Token: 0x060001E7 RID: 487 RVA: 0x0000A6FC File Offset: 0x000088FC
 public AffineTransform3(UnitVector3 axisX, UnitVector3 axisY)
 {
     this = new AffineTransform3(axisX, axisY, axisX.UnitCross(axisY));
 }
Beispiel #5
0
        // Token: 0x060000F3 RID: 243 RVA: 0x000058E0 File Offset: 0x00003AE0
        public DistanceLine3Triangle3(Line3 line, Triangle3 triangle)
        {
            this = default(DistanceLine3Triangle3);
            Vector3     vector  = triangle.V1 - triangle.V0;
            Vector3     vector2 = triangle.V2 - triangle.V0;
            UnitVector3 unitVector;

            if (vector.TryGetUnitCross(vector2, out unitVector) && Math.Abs(unitVector.Dot(line.Direction)) > 1E-08)
            {
                Vector3          vector3         = line.Origin - triangle.V0;
                UnitVector3      direction       = line.Direction;
                AffineTransform3 affineTransform = Transform3Factory.CreateOrthonormalBasis(direction);
                double           num             = affineTransform.AxisX.Dot(vector);
                double           num2            = affineTransform.AxisX.Dot(vector2);
                double           num3            = affineTransform.AxisX.Dot(vector3);
                double           num4            = affineTransform.AxisY.Dot(vector);
                double           num5            = affineTransform.AxisY.Dot(vector2);
                double           num6            = affineTransform.AxisY.Dot(vector3);
                double           num7            = 1.0 / (num * num5 - num2 * num4);
                double           num8            = (num5 * num3 - num2 * num6) * num7;
                double           num9            = (num * num6 - num4 * num3) * num7;
                double           num10           = 1.0 - num8 - num9;
                if (num10 >= 0.0 && num8 >= 0.0 && num9 >= 0.0)
                {
                    double num11 = direction.Dot(vector);
                    double num12 = direction.Dot(vector2);
                    double num13 = line.Direction.Dot(vector3);
                    this.LineParameter          = num8 * num11 + num9 * num12 - num13;
                    this.TriangleBary0          = num10;
                    this.TriangleBary1          = num8;
                    this.TriangleBary2          = num9;
                    this.ClosestPointOnLine     = line.Origin + this.LineParameter * line.Direction;
                    this.ClosestPointOnTriangle = triangle.V0 + num8 * vector + num9 * vector2;
                    this.SquaredDistance        = 0.0;
                    return;
                }
            }
            Segment3 segment = new Segment3(triangle.V2, triangle.V0);
            DistanceLine3Segment3 distanceLine3Segment = new DistanceLine3Segment3(line, segment);

            this.ClosestPointOnLine     = distanceLine3Segment.ClosestPointOnLine;
            this.ClosestPointOnTriangle = distanceLine3Segment.ClosestPointOnSegment;
            this.SquaredDistance        = distanceLine3Segment.SquaredDistance;
            this.LineParameter          = distanceLine3Segment.LineParameter;
            this.TriangleBary2          = 0.5 * (1.0 - distanceLine3Segment.SegmentParameter / segment.Extent);
            this.TriangleBary0          = 1.0 - this.TriangleBary2;
            this.TriangleBary1          = 0.0;
            Segment3 segment2 = new Segment3(triangle.V0, triangle.V1);
            DistanceLine3Segment3 distanceLine3Segment2 = new DistanceLine3Segment3(line, segment2);

            if (distanceLine3Segment2.SquaredDistance < this.SquaredDistance)
            {
                this.ClosestPointOnLine     = distanceLine3Segment2.ClosestPointOnLine;
                this.ClosestPointOnTriangle = distanceLine3Segment2.ClosestPointOnSegment;
                this.SquaredDistance        = distanceLine3Segment2.SquaredDistance;
                this.LineParameter          = distanceLine3Segment2.LineParameter;
                this.TriangleBary0          = 0.5 * (1.0 - distanceLine3Segment2.SegmentParameter / segment2.Extent);
                this.TriangleBary1          = 1.0 - this.TriangleBary0;
                this.TriangleBary2          = 0.0;
            }
            Segment3 segment3 = new Segment3(triangle.V1, triangle.V2);
            DistanceLine3Segment3 distanceLine3Segment3 = new DistanceLine3Segment3(line, segment3);

            if (distanceLine3Segment3.SquaredDistance < this.SquaredDistance)
            {
                this.ClosestPointOnLine     = distanceLine3Segment3.ClosestPointOnLine;
                this.ClosestPointOnTriangle = distanceLine3Segment3.ClosestPointOnSegment;
                this.SquaredDistance        = distanceLine3Segment3.SquaredDistance;
                this.LineParameter          = distanceLine3Segment3.LineParameter;
                this.TriangleBary1          = 0.5 * (1.0 - distanceLine3Segment3.SegmentParameter / segment3.Extent);
                this.TriangleBary2          = 1.0 - this.TriangleBary1;
                this.TriangleBary0          = 0.0;
            }
        }
Beispiel #6
0
 // Token: 0x060001E5 RID: 485 RVA: 0x0000A6D6 File Offset: 0x000088D6
 public AffineTransform3(UnitVector3 axisX, UnitVector3 axisY, UnitVector3 axisZ, Vector3 origin)
 {
     this = new AffineTransform3(axisX, axisY, axisZ, origin, 1.0);
 }
Beispiel #7
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 // Token: 0x06000113 RID: 275 RVA: 0x0000513A File Offset: 0x0000333A
 public Line3(Vector3 origin, UnitVector3 direction)
 {
     this           = default(Line3);
     this.Origin    = origin;
     this.Direction = direction;
 }
Beispiel #8
0
 // Token: 0x060001A8 RID: 424 RVA: 0x000099B6 File Offset: 0x00007BB6
 public Ray3(Vector3 origin, UnitVector3 direction)
 {
     this           = default(Ray3);
     this.Origin    = origin;
     this.Direction = direction;
 }
        // Token: 0x06000483 RID: 1155 RVA: 0x00016320 File Offset: 0x00014520
        public static AxisAlignedBox3 ComputeAxisAlignedBoundingBox(this Arc3 arc)
        {
            AxisAlignedBox3 axisAlignedBox = arc.Circle.ComputeAxisAlignedBoundingBox();
            double          minX           = axisAlignedBox.MinX;
            double          maxX           = axisAlignedBox.MaxX;
            double          minY           = axisAlignedBox.MinY;
            double          maxY           = axisAlignedBox.MaxY;
            double          minZ           = axisAlignedBox.MinZ;
            double          maxZ           = axisAlignedBox.MaxZ;
            Vector3         startPoint     = arc.StartPoint;
            Vector3         endPoint       = arc.EndPoint;
            UnitVector3     unitVector;

            if (arc.Circle.Normal.TryGetUnitCross(UnitVector3.UnitX, out unitVector))
            {
                UnitVector3 vector = unitVector.UnitCross(arc.Circle.Normal);
                double      num    = Math.Acos(arc.Circle.UnitU.Dot(vector));
                if (arc.Circle.UnitV.Dot(UnitVector3.UnitX) < 0.0)
                {
                    num = 6.2831853071795862 - num;
                }
                if (!arc.Contains(Angle.FromRadians(num)))
                {
                    maxX = Math.Max(startPoint.X, endPoint.X);
                }
                if (!arc.Contains(Angle.FromRadians((num + 3.1415926535897931) % 6.2831853071795862)))
                {
                    minX = Math.Min(startPoint.X, endPoint.X);
                }
            }
            UnitVector3 unitVector2;

            if (arc.Circle.Normal.TryGetUnitCross(UnitVector3.UnitY, out unitVector2))
            {
                UnitVector3 vector2 = unitVector2.UnitCross(arc.Circle.Normal);
                double      num2    = Math.Acos(arc.Circle.UnitU.Dot(vector2));
                if (arc.Circle.UnitV.Dot(UnitVector3.UnitY) < 0.0)
                {
                    num2 = 6.2831853071795862 - num2;
                }
                if (!arc.Contains(Angle.FromRadians(num2)))
                {
                    maxY = Math.Max(startPoint.Y, endPoint.Y);
                }
                if (!arc.Contains(Angle.FromRadians((num2 + 3.1415926535897931) % 6.2831853071795862)))
                {
                    minY = Math.Min(startPoint.Y, endPoint.Y);
                }
            }
            UnitVector3 unitVector3;

            if (arc.Circle.Normal.TryGetUnitCross(UnitVector3.UnitZ, out unitVector3))
            {
                UnitVector3 vector3 = unitVector3.UnitCross(arc.Circle.Normal);
                double      num3    = Math.Acos(arc.Circle.UnitU.Dot(vector3));
                if (arc.Circle.UnitV.Dot(UnitVector3.UnitZ) < 0.0)
                {
                    num3 = 6.2831853071795862 - num3;
                }
                if (!arc.Contains(Angle.FromRadians(num3)))
                {
                    maxZ = Math.Max(startPoint.Z, endPoint.Z);
                }
                if (!arc.Contains(Angle.FromRadians((num3 + 3.1415926535897931) % 6.2831853071795862)))
                {
                    minZ = Math.Min(startPoint.Z, endPoint.Z);
                }
            }
            return(new AxisAlignedBox3(minX, maxX, minY, maxY, minZ, maxZ));
        }
Beispiel #10
0
        // Token: 0x06000459 RID: 1113 RVA: 0x00013A04 File Offset: 0x00011C04
        public bool Test()
        {
            Vector3[] array = new Vector3[3];
            array[0] = this.triangle.V1 - this.triangle.V0;
            array[1] = this.triangle.V2 - this.triangle.V0;
            Vector3 axis = array[0].Cross(array[1]);
            double  num  = axis.Dot(this.triangle.V0);
            double  num2 = num;
            double  num3;
            double  num4;

            IntersectionUtility3.GetProjection(axis, this.box, out num3, out num4);
            if (num4 < num || num2 < num3)
            {
                return(false);
            }
            UnitVector3 unitVector = this.box.Axis0;

            IntersectionUtility3.GetProjection((Vector3)unitVector, this.triangle, out num, out num2);
            double num5 = unitVector.Dot(this.box.Center);

            num3 = num5 - this.box.Extent0;
            num4 = num5 + this.box.Extent0;
            if (num4 < num || num2 < num3)
            {
                return(false);
            }
            unitVector = this.box.Axis1;
            IntersectionUtility3.GetProjection((Vector3)unitVector, this.triangle, out num, out num2);
            double num6 = unitVector.Dot(this.box.Center);

            num3 = num6 - this.box.Extent1;
            num4 = num6 + this.box.Extent1;
            if (num4 < num || num2 < num3)
            {
                return(false);
            }
            unitVector = this.box.Axis2;
            IntersectionUtility3.GetProjection((Vector3)unitVector, this.triangle, out num, out num2);
            double num7 = unitVector.Dot(this.box.Center);

            num3 = num7 - this.box.Extent2;
            num4 = num7 + this.box.Extent2;
            if (num4 < num || num2 < num3)
            {
                return(false);
            }
            array[2] = array[1] - array[0];
            for (int i = 0; i < 3; i++)
            {
                Vector3 axis2 = array[i].Cross(this.box.Axis0);
                IntersectionUtility3.GetProjection(axis2, this.triangle, out num, out num2);
                IntersectionUtility3.GetProjection(axis2, this.box, out num3, out num4);
                if (num4 < num || num2 < num3)
                {
                    return(false);
                }
                Vector3 axis3 = array[i].Cross(this.box.Axis1);
                IntersectionUtility3.GetProjection(axis3, this.triangle, out num, out num2);
                IntersectionUtility3.GetProjection(axis3, this.box, out num3, out num4);
                if (num4 < num || num2 < num3)
                {
                    return(false);
                }
                Vector3 axis4 = array[i].Cross(this.box.Axis2);
                IntersectionUtility3.GetProjection(axis4, this.triangle, out num, out num2);
                IntersectionUtility3.GetProjection(axis4, this.box, out num3, out num4);
                if (num4 < num || num2 < num3)
                {
                    return(false);
                }
            }
            return(true);
        }
Beispiel #11
0
        // Token: 0x060004DC RID: 1244 RVA: 0x000194CC File Offset: 0x000176CC
        internal static void GenerateComplementBasis(out UnitVector3 u, out UnitVector3 v, UnitVector3 w)
        {
            Vector3 vector  = default(Vector3);
            Vector3 vector2 = default(Vector3);

            if (Math.Abs(w.X) >= Math.Abs(w.Y))
            {
                double num = 1.0 / Math.Sqrt(w.X * w.X + w.Z * w.Z);
                vector.X  = -w.Z * num;
                vector.Y  = 0.0;
                vector.Z  = w.X * num;
                vector2.X = w.Y * vector.Z;
                vector2.Y = w.Z * vector.X - w.X * vector.Z;
                vector2.Z = -w.Y * vector.X;
            }
            else
            {
                double num = 1.0 / Math.Sqrt(w.Y * w.Y + w.Z * w.Z);
                vector.X  = 0.0;
                vector.Y  = w.Z * num;
                vector.Z  = -w.Y * num;
                vector2.X = w.Y * vector.Z - w.Z * vector.Y;
                vector2.Y = -w.X * vector.Z;
                vector2.Z = w.X * vector.Y;
            }
            u = new UnitVector3(vector.X, vector.Y, vector.Z);
            v = new UnitVector3(vector2.X, vector2.Y, vector2.Z);
        }