Beispiel #1
0
        public bool intersectionTriangle(ray r, Vector2 v, primitives p)
        {
            //box pixelcoordinates to world coordinates
            float tx = TX(p.X);
            float ty = TY(p.Y);
            float tw = TW(p.W);
            float th = TW(p.H);

            //3 vectors, for every line of the triangle 1
            Vector2 blc = new Vector2(tx, ty + th);
            Vector2 brc = new Vector2(tx + tw, ty + th);
            Vector2 tc  = new Vector2(tx + (tw / 2), ty);

            ////ensure that it is not inside the triangle. Else you have an intersection immediatly.
            //if (p.X > blc.X && p.X < trc.X && p.Y < blc.Y && p.Y > trc.Y && r.o.X > blc.X && r.o.X < trc.X && r.o.Y < blc.Y && r.o.Y > trc.Y)
            //{
            //    return true;
            //}

            // check for intersection for every vector of the triangle.
            if (intersectionLine(r, v, blc, tc))
            {
                return(true);
            }
            if (intersectionLine(r, v, tc, brc))
            {
                return(true);
            }
            if (intersectionLine(r, v, brc, blc))
            {
                return(true);
            }
            return(false);
        }
Beispiel #2
0
        public bool intersectionBox(ray r, Vector2 p, primitives b)
        {
            //box pixelcoordinates to world coordinates
            float bx1 = TX(b.X);
            float by1 = TY(b.Y);
            float bx2 = (TX(b.X)) + (TW(b.W));
            float by2 = (TY(b.Y)) + (TW(b.H));

            //4 vectors, for every line of the box 1
            Vector2 blc = new Vector2(bx1, by2);
            Vector2 brc = new Vector2(bx2, by2);
            Vector2 tlc = new Vector2(bx1, by1);
            Vector2 trc = new Vector2(bx2, by1);

            //ensure that it is not inside the box. Else you have an intersection immediatly.
            if (p.X > blc.X && p.X < trc.X && p.Y < blc.Y && p.Y > trc.Y && r.o.X > blc.X && r.o.X < trc.X && r.o.Y < blc.Y && r.o.Y > trc.Y)
            {
                return(true);
            }
            // check for intersection for every vector of the box.
            if (intersectionLine(r, p, tlc, blc))
            {
                return(true);
            }
            if (intersectionLine(r, p, blc, brc))
            {
                return(true);
            }
            if (intersectionLine(r, p, tlc, trc))
            {
                return(true);
            }
            if (intersectionLine(r, p, trc, brc))
            {
                return(true);
            }
            return(false);
        }
Beispiel #3
0
        public bool intersectionCircle(ray r, Vector2 v, primitives p)
        {
            float   radius   = ((TW(p.W) / 2));
            Vector2 vec      = new Vector2(TX(p.X), TY(p.Y));
            Vector2 c        = vec - r.o;
            float   t        = Vector2.Dot(c, r.d);
            Vector2 q        = c - (t * r.d);
            float   p2       = Vector2.Dot(q, q);
            float   tocircle = t - (float)Math.Sqrt(((radius * radius) - p2));

            if (tocircle > r.t || t < 0)
            {
                return(false);
            }
            if ((radius * radius) < p2)
            {
                return(false);
            }
            else
            {
                r.t = t;
                return(true);
            }
        }