Beispiel #1
0
        /// <summary>
        /// Creates a line starting at the projection of this.loc on the intersection between this and another Plane.
        /// The direction of the line is that of the crossproduct of this.normal and anotherPlane.normal.
        /// </summary>
        /// <returns>A line along the intersection of this and anotherPlane, returns "null" if two planes are significantly parallel</returns>
        /// <param name="anotherPlane">A plane to calculate the intersection with</param>
        public Scientrace.Line getIntersectionLineWith(Scientrace.Plane anotherPlane)
        {
            Scientrace.UnitVector n1, n2;
            n1 = this.getNorm();
            n2 = anotherPlane.getNorm();
            Vector tw = n1.crossProduct(n2);

            if (tw.length < MainClass.SIGNIFICANTLY_SMALL)
            {
                //Console.WriteLine("WARNING: two planes do not intersect since they are parallel.");
                return(null);
            }
            UnitVector intersection_direction = tw.tryToUnitVector();

            Vector tl1 = n1.crossProduct(intersection_direction);

            if (tl1.length == 0)
            {
                throw new Exception("Plane.getIntersectionLineWith/l1.length can never be zero. If this happens, notify the [email protected] about this..." + this.ToString() + anotherPlane.ToString());
            }
            // l1 lies in "this" plane, and is orthogonal to the intersectionline-direction
            UnitVector l1 = tl1.tryToUnitVector();

            // where l1, starting at this.loc, meets anotherPlane we found a location on the intersectionline.
            Scientrace.Location retLoc = anotherPlane.lineThroughPlane(new Line(this.loc, l1));
            if (retLoc == null)
            {
                Console.WriteLine("WARNING: retLoc == null; l1: " + l1.ToString() + " ; anotherPlane:" + anotherPlane.getNorm().ToString());
                return(null);
            }
            return(new Line(retLoc, intersection_direction));
        }
Beispiel #2
0
        }         // end func partialReflectRefract

        public void initCreatedRefractTrace(Trace refractTrace, UnitVector surfaceNormal, Scientrace.Object3d fromObject3d, Scientrace.Object3d toObject3d)
        {
            double oldrefindex = fromObject3d.materialproperties.refractiveindex(this);
            double newrefindex = toObject3d.materialproperties.refractiveindex(this);
            //for definitions on the parameters below, check fullInternalReflects function.

            UnitVector incoming_trace_direction = this.traceline.direction;

            if (incoming_trace_direction.dotProduct(surfaceNormal) > 0)
            {
                surfaceNormal = surfaceNormal.negative();
            }

            Scientrace.UnitVector nnorm = surfaceNormal.negative();
            Scientrace.Vector     incoming_normal_projection = nnorm * (incoming_trace_direction.dotProduct(nnorm));
            Vector L1 = incoming_trace_direction - incoming_normal_projection;
            double L2 = (oldrefindex / newrefindex) * L1.length;

            if (incoming_trace_direction == incoming_normal_projection)
            {
                //in case of normal incident light: do not refract.
                refractTrace.traceline.direction = incoming_trace_direction;
                return;
            }

            try {
                refractTrace.traceline.direction = ((nnorm * Math.Sqrt(1 - Math.Pow(L2, 2)))
                                                    + (L1.tryToUnitVector() * L2)).tryToUnitVector();
            } catch (ZeroNonzeroVectorException) {
                Console.WriteLine("WARNING: cannot define direction for refraction trace. Using surface normal instead. (L1: " + incoming_trace_direction.trico() + ", L2:" + incoming_normal_projection.trico() + ").");
                refractTrace.traceline.direction = nnorm;
            }             //end try/catch
        }
Beispiel #3
0
        /// <summary>
        /// When two vectors are parallel, the cross product cannot be normalised. This method hacks around that problem.
        /// </summary>
        /// <returns>A UnitVector</returns>
        /// <param name="aVector">A second vector to which the result will be orthogonal.</param>
        public UnitVector safeNormalisedCrossProduct(Scientrace.Vector aVector)
        {
            if (this.length * aVector.length == 0)
            {
                return(UnitVector.x1vector());
            }
            Vector crossVector = this.crossProduct(aVector);

            if (crossVector.length == 0)
            {
                return(this.safeNormalisedCrossProduct(aVector.vectorDance()));
            }
            return(crossVector.tryToUnitVector());
        }