Beispiel #1
0
        public bool IntersectsBounds(Bounds_d box)
        {
            Vector3_d dirfrac = new Vector3_d {
                x = 1.0 / direction.x,
                y = 1.0 / direction.y,
                z = 1.0 / direction.z
            };

            double t1 = (box.min.x - origin.x) * dirfrac.x;
            double t2 = (box.max.x - origin.x) * dirfrac.x;
            double t3 = (box.min.y - origin.y) * dirfrac.y;
            double t4 = (box.max.y - origin.y) * dirfrac.y;
            double t5 = (box.min.z - origin.z) * dirfrac.z;
            double t6 = (box.max.z - origin.z) * dirfrac.z;

            double tmin = Math_d.Max(Math_d.Max(Math_d.Min(t1, t2), Math_d.Min(t3, t4)), Math_d.Min(t5, t6));
            double tmax = Math_d.Min(Math_d.Min(Math_d.Max(t1, t2), Math_d.Max(t3, t4)), Math_d.Max(t5, t6));

            // if tmax < 0, ray (line) is intersecting AABB, but whole AABB is behing us
            if (tmax < 0)
            {
                return(false);
            }

            // if tmin <= tmax, ray intersects AABB
            return(tmin <= tmax);
        }
Beispiel #2
0
        public static Vector3_d SmoothDamp(
            Vector3_d current,
            Vector3_d target,
            ref Vector3_d currentVelocity,
            double smoothTime,
            double maxSpeed,
            double deltaTime)
        {
            smoothTime = Math_d.Max(0.0001, smoothTime);
            double    num1      = 2.0 / smoothTime;
            double    num2      = num1 * deltaTime;
            double    num3      = (1.0 / (1.0 + num2 + 0.479999989271164 * num2 * num2 + 0.234999999403954 * num2 * num2 * num2));
            Vector3_d vector    = current - target;
            Vector3_d vector3_1 = target;
            double    maxLength = maxSpeed * smoothTime;
            Vector3_d vector3_2 = ClampMagnitude(vector, maxLength);

            target = current - vector3_2;
            Vector3_d vector3_3 = (currentVelocity + num1 * vector3_2) * deltaTime;

            currentVelocity = (currentVelocity - num1 * vector3_3) * num3;
            Vector3_d vector3_4 = target + (vector3_2 + vector3_3) * num3;

            if (Dot(vector3_1 - current, vector3_4 - vector3_1) > 0.0)
            {
                vector3_4       = vector3_1;
                currentVelocity = (vector3_4 - vector3_1) / deltaTime;
            }

            return(vector3_4);
        }
Beispiel #3
0
 public static Vector2_d Max(Vector2_d lhs, Vector2_d rhs)
 {
     return(new Vector2_d(Math_d.Max(lhs.x, rhs.x), Math_d.Max(lhs.y, rhs.y)));
 }