Ejemplo n.º 1
0
        public static bool IsPlaneIntersectingCone(Vect3 planeNormal, Vect3 planePoint, Vect3 conePosition,
                                                   Vect3 coneAxis, double coneAxisLength, double coneCosPhi)
        {
            double len;

            //try "bending" axis towards plane normal
            Vect3 q  = conePosition + coneAxis * coneAxisLength;
            Vect3 qx = planeNormal.ProjectOn(coneAxis);
            Vect3 p  = qx - planeNormal;

            if (System.Math.Abs(p.QuadLength() - 0) < Constants.EPS)
            {
                // axis equals plane normal
                p   = coneAxis;
                len = coneAxisLength;
            }
            else
            {
//bend axis towards plane normal as far as sinPhi allows
                p   = p.Normalize();
                q   = q + (p * coneAxisLength * System.Math.Sin(System.Math.Acos(coneCosPhi)));
                q  -= conePosition;
                len = q.Length();
                p   = q / len;
            }

            double d = RayPlane.GetHitPointRayPlaneDistance(conePosition, p, planePoint, planeNormal);

            return(d < len);
        }
Ejemplo n.º 2
0
        public static bool IsRayOriginatingInSphere(Vect3 rayOrigin, Vect3 rayDirection, Vect3 sphereCenter,
                                                    double sphereRadius)
        {
            Vect3 tmp = sphereCenter - rayOrigin;

            return(tmp.QuadLength() < sphereRadius * sphereRadius);
        }
Ejemplo n.º 3
0
        public void DotProductInverseVector()
        {
            var rd    = new Random();
            var vect1 = new Vect3 {
                X = rd.NextDouble(), Y = rd.NextDouble(), Z = rd.NextDouble()
            };

            Assert.That(vect1 * (vect1 * -1), Is.EqualTo(-vect1.QuadLength()));
        }
Ejemplo n.º 4
0
        /**
         * Refraction
         *
         * @param incoming incoming vector
         * @param normal normal of the reflectio area
         * @param outgoing result of the computation
         */

        public static Vect3 RefractOn(this Vect3 incoming, Vect3 normal, double refractionIndex)
        {
            //test implementation - working but propably slow
            Vect3 result = incoming.ProjectOnNormal(normal);

            result = result / refractionIndex;
            double quadLen = result.QuadLength();

            if (quadLen >= 1) //total reflection
            {
                result = incoming.ReflectOn(normal);
            }
            else
            {
                result = result + (normal * -System.Math.Sqrt(1 - quadLen));
                result = result.Normalize();
            }
            return(result);
        }
Ejemplo n.º 5
0
        public static bool IsAreaIntersectingCone(Vect3 planeNormal, Vect3 planePoint, double areaWidthHalf,
                                                  Vect3 conePosition, Vect3 coneAxis, double coneAxisLength,
                                                  double coneCosPhi)
        {
            double len;

            //try "bending" axis towards plane normal
            Vect3 q  = conePosition + coneAxis * coneAxisLength;
            Vect3 qx = planeNormal.ProjectOn(coneAxis);
            Vect3 p  = qx - planeNormal;

            if (System.Math.Abs(p.QuadLength() - 0) < Constants.EPS)
            {
// axis equals plane normal
                p   = coneAxis;
                len = coneAxisLength;
            }
            else
            {
//bend axis towards plane normal as far as sinPhi allows
                p   = p.Normalize();
                q   = q + (p * coneAxisLength * System.Math.Sin(System.Math.Acos(coneCosPhi)));
                q  -= conePosition;
                len = q.Length();
                p   = q / len;
            }

            double d = RayPlane.GetHitPointRayPlaneDistance(conePosition, p, planePoint, planeNormal);

            if (d < len)
            {
                //check if Hitpoint is in the +/-width/2 - area of the plane
                p = conePosition + p * d;
                return
                    (System.Math.Abs(p.X - planePoint.X) < areaWidthHalf * 2 &&
                     System.Math.Abs(p.Y - planePoint.Y) < areaWidthHalf * 2 &&
                     System.Math.Abs(p.Z - planePoint.Z) < areaWidthHalf * 2);
            }

            return(false);
        }
Ejemplo n.º 6
0
        public static Octree BuildTree(Vect3 center, IList <I3DObject> objects)
        {
            double maxQuadDist = 0;

            Log.Debug("Building octree... ");

            foreach (I3DObject o in objects)
            {
                Sphere s = o.GetBoundingSphere();
                if (s != null)
                {
                    Vect3  dist  = center - s.Position;
                    double qdist = s.Radius;
                    if (double.IsInfinity(qdist) || Double.IsNaN(qdist))
                    {
                        throw new Exception("Invalid BoundingSphere: " + s + " from " + o);
                    }
                    qdist = qdist * qdist + dist.QuadLength();
                    if (maxQuadDist < qdist)
                    {
                        maxQuadDist = qdist;
                    }
                }
            }

            /**
             * Workaround: *2.1 instead of *2, because rays must always start inside an octree for RayPath.
             * To fix this problem, a RayPath should allow ray-origins outside the octree, but this would need
             * an additional ray-cube intersection test which is currently not implemented. Another downside of
             * this is that the camera must always be located inside the octree - it must not be moved outside.
             */
            double sizeHint = System.Math.Sqrt(maxQuadDist) * 2.1;

            Sw.Restart();
            Octree t;

            while (true)
            {
                t = new Octree(center, sizeHint);
                foreach (I3DObject o in objects)
                {
                    if (!t.Root.Insert(o, o.GetBoundingSphere()))
                    {
                        sizeHint *= 2;
                        Log.Warn("Warning - resize needed!");
                        goto cont;
                    }
                }
                break;

cont:
                {
                }
            }

            t.GetRoot().Compress();
            Sw.Stop();

            Log.Debug(string.Format("{0} ms\n", Sw.ElapsedMilliseconds));
            Log.Debug(string.Format(" - contains {0} of {1} elements ({2:0.##}%)",
                                    t.GetRoot().GetSize(), objects.Count,
                                    t.GetRoot().GetSize() / (float)objects.Count * 100));
            Log.Debug(" - avg depth: " + t.GetAverageObjectDepth());
            Log.Debug(" - node count: " + t.GetRoot().GetNodeCount());
            Log.Debug(" - objects per node: " + t.GetRoot().GetSize() / (float)t.GetRoot().GetNodeCount());

            return(t);
        }