Beispiel #1
0
        public bool Intersects(ref RayF ray, out float scale)
        {
            int      i, ax0, ax1, ax2, side, inside;
            float    f;
            Vector3F hit = Vector3F.Zero;

            scale = 0.0f;

            ax0    = -1;
            inside = 0;
            for (i = 0; i < 3; i++)
            {
                if (ray.Origin[i] < Minimum[i])
                {
                    side = 0;
                }
                else if (ray.Origin[i] > Maximum[i])
                {
                    side = 1;
                }
                else
                {
                    inside++;
                    continue;
                }
                if (ray.Direction[i] == 0.0f)
                {
                    continue;
                }
                f = (ray.Origin[i] - this[side][i]);
                if (ax0 < 0 || Math.Abs(f) > Math.Abs(scale * ray.Direction[i]))
                {
                    scale = -(f / ray.Direction[i]);
                    ax0   = i;
                }
            }

            if (scale < 0 || scale > 1)
            {
                return(false);
            }

            if (ax0 < 0)
            {
                scale = 0.0f;
                return(inside == 3);
            }

            ax1      = (ax0 + 1) % 3;
            ax2      = (ax0 + 2) % 3;
            hit[ax1] = ray.Origin[ax1] + scale * ray.Direction[ax1];
            hit[ax2] = ray.Origin[ax2] + scale * ray.Direction[ax2];

            return(hit[ax1] >= Minimum[ax1] && hit[ax1] <= Maximum[ax1] &&
                   hit[ax2] >= Minimum[ax2] && hit[ax2] <= Maximum[ax2]);
        }
Beispiel #2
0
 public bool Equals(RayF v, float epsilon)
 {
     if (!Origin.Equals(v.Origin, epsilon))
     {
         return(false);
     }
     if (!Direction.Equals(v.Direction, epsilon))
     {
         return(false);
     }
     return(true);
 }
Beispiel #3
0
        /// <summary>
        /// Determines whether the given ray intersects the current instance of <see cref="PlaneF"/>.
        /// </summary>
        /// <param name="ray">The ray to check.</param>
        /// <param name="scale">When the method completes, contains the ray and plane intersection.</param>
        /// <returns>True if the given ray intersects the current instance of <see cref="PlaneF"/>; False otherwise.</returns>
        public bool Intersects(RayF ray, out float scale)
        {
            float d1 = A * ray.Origin.X + B * ray.Origin.Y + C * ray.Origin.Z + D;
            float d2 = A * ray.Direction.X + B * ray.Direction.Y + C * ray.Direction.Z;

            if (d2 == 0.0f)
            {
                scale = 0;
                return(false);
            }
            scale = -(d1 / d2);
            return(true);
        }
Beispiel #4
0
        public bool Intersects(RayF ray)
        {
            Vector3F p = ray.Origin - Origin;
            double   a = Vector3F.Dot(ray.Direction, ray.Direction);
            double   b = Vector3F.Dot(ray.Direction, p);
            double   c = Vector3F.Dot(p, p) - Radius * Radius;
            double   d = b * b - c * a;

            if (d < 0)
            {
                return(false);
            }
            return(true);
        }
Beispiel #5
0
        /// <summary>
        /// Determines whether the given ray intersects the current instance of <see cref="PlaneF"/>.
        /// </summary>
        /// <param name="ray">The ray to check.</param>
        /// <param name="intersectionPoint">The resulting point of intersection of the plane and the ray (if they intersected).</param>
        /// <returns>True if the given ray intersects the current instance of <see cref="PlaneF"/>; False otherwise.</returns>
        public bool Intersects(RayF ray, out Vector3F intersectionPoint)
        {
            float d1 = A * ray.Origin.X + B * ray.Origin.Y + C * ray.Origin.Z + D;
            float d2 = A * ray.Direction.X + B * ray.Direction.Y + C * ray.Direction.Z;

            if (d2 == 0.0f)
            {
                intersectionPoint = Vector3F.Zero;
                return(false);
            }
            float scale = -(d1 / d2);

            intersectionPoint = ray.GetPointOnRay(scale);
            return(true);
        }
        public ResultItem[] RayTest(RayF ray, Mode mode, bool twoSided)
        {
            if (vertices.Length == 0 || indices.Length == 0)
            {
                return(new ResultItem[0]);
            }
            if (ray.Direction == Vector3F.Zero)
            {
                return(new ResultItem[0]);
            }

            var octreeObjects = octreeContainer.GetObjects(ray, 0xFFFFFFFF);
            var resultList    = new List <ResultItem>(octreeObjects.Length);

            foreach (var data in octreeObjects)
            {
                int     triangleIndex = data.ObjectIndex;
                ref var vertex0       = ref vertices[indices[triangleIndex * 3 + 0]];
                ref var vertex1       = ref vertices[indices[triangleIndex * 3 + 1]];
Beispiel #7
0
        public bool Intersects(RayF ray, out float scale1, out float scale2)
        {
            Vector3F p = ray.Origin - Origin;
            double   a = Vector3F.Dot(ray.Direction, ray.Direction);
            double   b = Vector3F.Dot(ray.Direction, p);
            double   c = Vector3F.Dot(p, p) - Radius * Radius;
            double   d = b * b - c * a;

            if (d < 0)
            {
                scale1 = 0;
                scale2 = 0;
                return(false);
            }
            double sqrt = Math.Sqrt(d);

            a      = 1.0f / a;
            scale1 = (float)((-b + sqrt) * a);
            scale2 = (float)((-b - sqrt) * a);
            return(true);
        }
Beispiel #8
0
 public Ray(RayF source)
 {
     Origin    = source.Origin.ToVector3();
     Direction = source.Direction.ToVector3();
 }
Beispiel #9
0
 public RayF(RayF source)
 {
     Origin    = source.Origin;
     Direction = source.Direction;
 }
Beispiel #10
0
        public bool Intersects(RayF ray)
        {
            float s;

            return(Intersects(ref ray, out s));
        }
Beispiel #11
0
 public bool Intersects(RayF ray, out float scale)
 {
     return(Intersects(ref ray, out scale));
 }