Beispiel #1
0
        public void AlongRay(Ray ray, List <T> results)
        {
            if (ray.Intersection(Aabb))
            {
                // check all the items that are part of this object
                foreach (var item in Items)
                {
                    if (item is IIntersectable intersectable)
                    {
                        RayHitInfo info = intersectable.GetIntersection(ray);
                        if (info != null && info.HitType != IntersectionType.None && info.DistanceToHit >= 0)
                        {
                            results.Add(item.Item);
                        }
                    }
                    else if (ray.Intersection(item.Aabb))
                    {
                        results.Add(item.Item);
                    }
                }

                nodeA?.AlongRay(ray, results);
                nodeB?.AlongRay(ray, results);
            }
        }
Beispiel #2
0
 public RayHitInfo(RayHitInfo copyInfo)
 {
     this.HitType          = copyInfo.HitType;
     this.ClosestHitObject = copyInfo.ClosestHitObject;
     this.HitPosition      = copyInfo.HitPosition;
     this.NormalAtHit      = copyInfo.NormalAtHit;
     this.DistanceToHit    = copyInfo.DistanceToHit;
 }
Beispiel #3
0
        public RayHitInfo GetClosestIntersection(AxisAlignedBoundingBox bounds)
        {
            RayHitInfo info = new RayHitInfo();

            double minDistFound;
            double maxDistFound;
            int    minAxis;
            int    maxAxis;

            if (Intersect(bounds, out minDistFound, out maxDistFound, out minAxis, out maxAxis))
            {
                if (this.intersectionType == IntersectionType.FrontFace)
                {
                    if (minDistFound > this.minDistanceToConsider && minDistFound < this.maxDistanceToConsider)
                    {
                        info.HitType = IntersectionType.FrontFace;
                        if (this.isShadowRay)
                        {
                            return(info);
                        }
                        info.ClosestHitObject = bounds;
                        info.HitPosition      = this.origin + this.directionNormal * minDistFound;
                        Vector3 normalAtHit = default(Vector3);
                        normalAtHit[minAxis] = this.sign[minAxis] == Ray.Sign.negative ? 1 : -1;                         // you hit the side that is opposite your sign
                        info.NormalAtHit     = normalAtHit;
                        info.DistanceToHit   = minDistFound;
                    }
                }
                else                 // check back faces
                {
                    if (maxDistFound > this.minDistanceToConsider && maxDistFound < this.maxDistanceToConsider)
                    {
                        info.HitType = IntersectionType.BackFace;
                        if (this.isShadowRay)
                        {
                            return(info);
                        }
                        info.ClosestHitObject = bounds;
                        info.HitPosition      = this.origin + this.directionNormal * maxDistFound;
                        Vector3 normalAtHit = default(Vector3);
                        normalAtHit[minAxis] = this.sign[minAxis] == Ray.Sign.negative ? 1 : -1;                         // you hit the side that is opposite your sign
                        info.NormalAtHit     = normalAtHit;
                        info.DistanceToHit   = maxDistFound;
                    }
                }
            }

            return(info);
        }
Beispiel #4
0
        public RayHitInfo GetClosestIntersection(Ray ray)
        {
            RayHitInfo bestIntersect = null;

            if (ray.Intersection(Aabb))
            {
                // check all the items that are part of this object
                foreach (var item in Items)
                {
                    if (item is IIntersectable intersectable)
                    {
                        RayHitInfo info = intersectable.GetIntersection(ray);
                        if (info != null && info.HitType != IntersectionType.None && info.DistanceToHit >= 0)
                        {
                            if (ray.isShadowRay)
                            {
                                return(info);
                            }
                            else if (bestIntersect == null || info.DistanceToHit < bestIntersect.DistanceToHit)
                            {
                                bestIntersect             = info;
                                ray.maxDistanceToConsider = bestIntersect.DistanceToHit;
                            }
                        }
                    }
                    // we will just be hitting the bounding box of the type
                    else
                    {
                        RayHitInfo info = ray.GetClosestIntersection(item.Aabb);
                        if (info != null && info.HitType != IntersectionType.None && info.DistanceToHit >= 0)
                        {
                            info.ClosestHitObject = item.Item;
                            if (ray.isShadowRay)
                            {
                                return(info);
                            }
                            else if (bestIntersect == null || info.DistanceToHit < bestIntersect.DistanceToHit)
                            {
                                bestIntersect             = info;
                                ray.maxDistanceToConsider = bestIntersect.DistanceToHit;
                            }
                        }
                    }
                }

                var checkFirst  = nodeA;
                var checkSecond = nodeB;
                if (ray.directionNormal[splittingPlane] < 0)
                {
                    checkFirst  = nodeB;
                    checkSecond = nodeA;
                }

                if (checkFirst != null)
                {
                    RayHitInfo firstIntersect = checkFirst.GetClosestIntersection(ray);
                    if (firstIntersect != null && firstIntersect.HitType != IntersectionType.None)
                    {
                        if (ray.isShadowRay)
                        {
                            return(firstIntersect);
                        }
                        else if (bestIntersect == null || firstIntersect.DistanceToHit < bestIntersect.DistanceToHit)
                        {
                            bestIntersect             = firstIntersect;
                            ray.maxDistanceToConsider = bestIntersect.DistanceToHit;
                        }
                    }
                }
                if (checkSecond != null)
                {
                    RayHitInfo secondIntersect = checkSecond.GetClosestIntersection(ray);
                    if (secondIntersect != null && secondIntersect.HitType != IntersectionType.None)
                    {
                        if (ray.isShadowRay)
                        {
                            return(secondIntersect);
                        }
                        else if (bestIntersect == null || secondIntersect.DistanceToHit < bestIntersect.DistanceToHit)
                        {
                            bestIntersect             = secondIntersect;
                            ray.maxDistanceToConsider = bestIntersect.DistanceToHit;
                        }
                    }
                }
            }

            return(bestIntersect);
        }