Ejemplo n.º 1
0
        public override Task <Tuple <bool, double> > CheckPanelIntersectionAsync(bool targetLinkState, Vector3D linkDirection)
        {
            if (targetLinkState)
            {
                var ptPanel = ColliderExtensions.GetPanel();

                if (ptPanel.HasValue)
                {
                    if (Points.Count > 0)
                    {
                        var zDir       = GetPanelFaceDirectionForLinkImpact(linkDirection);
                        var retPanel   = ptPanel.Value;
                        var panelMin   = retPanel.Location.ToVector3();
                        var panelMax   = panelMin + new Vector3((float)retPanel.SizeX, (float)retPanel.SizeY, (float)retPanel.SizeZ);
                        var panel      = new Box3(panelMin, panelMax);
                        var tt         = TotalTransformation.Value;
                        var planePoint = panelMax;
                        var tasks      = new List <Task <Tuple <bool, double> > >();

                        foreach (var p in Points)
                        {
                            var point = p;

                            tasks.Add(Task.Run(() =>
                            {
                                var pp  = tt.Transform(point);
                                var ray = new Ray3D(pp.ToVector3(), linkDirection.ToVector3());

                                if (ray.PlaneIntersection(planePoint, zDir.ToVector3(), out Vector3 intersect) &&
                                    panel.Intersects(new Sphere3(intersect, 0.001f)))
                                {
                                    var pi             = intersect.ToPoint3D();
                                    var intersectValue = Vector3D.DotProduct(pi - pp, linkDirection);
                                    return(new Tuple <bool, double>(true, intersectValue));
                                }
                                else
                                {
                                    return(new Tuple <bool, double>(false, 0.0));
                                }
                            }));
                        }

                        return(Task.WhenAll(tasks).ContinueWith((t) => t.Result.FirstOrDefault(r => r.Item1) ?? new Tuple <bool, double>(false, 0.0)));
                    }
                    else
                    {
                        throw new ArgumentOutOfRangeException("The number of points of collider must be greater than 0!");
                    }
                }
            }

            return(Task.FromResult(new Tuple <bool, double>(false, 0.0)));
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Finds the intersection with a plane.
        /// </summary>
        /// <param name="position">The position.</param>
        /// <param name="normal">The normal.</param>
        /// <param name="ray"></param>
        /// <returns>The intersection point.</returns>
        public static Vector3?PlaneIntersection(this Ray ray, Vector3 position, Vector3 normal)
        {
            // http://paulbourke.net/geometry/planeline/
            var dn = Vector3.Dot(normal, ray.Direction);

            if (dn == 0)
            {
                return(null);
            }

            var u = Vector3.Dot(normal, position - ray.Position) / dn;

            return(ray.Position + u * ray.Direction);
        }
Ejemplo n.º 3
0
        protected override bool OnHitTest(IRenderMatrices context, global::SharpDX.Ray ray, ref List <HitTestResult> hits)
        {
            bool isHit = false;

            if (Octree != null)
            {
                isHit = Octree.HitTest(context, this, modelMatrix, ray, ref hits);
#if DEBUG
                if (isHit)
                {
                    Debug.WriteLine("Octree hit test, hit at " + hits[0].PointHit);
                }
#endif
            }
            else
            {
                isHit = base.OnHitTest(context, ray, ref hits);
            }
            return(isHit);
        }
Ejemplo n.º 4
0
        public override Tuple <bool, double> CheckPanelIntersection(bool targetLinkState, Vector3D linkDirection)
        {
            bool   result         = false;
            double intersectValue = 0.0;
            var    zDir           = new Vector3D(0.0, 0.0, 1.0);

            if (targetLinkState)
            {
                var ptPanel = ColliderExtensions.GetPanel();

                if (ptPanel.HasValue)
                {
                    var retPanel   = ptPanel.Value;
                    var panelMin   = retPanel.Location.ToVector3();
                    var panelMax   = panelMin + new Vector3((float)retPanel.SizeX, (float)retPanel.SizeY, (float)retPanel.SizeZ);
                    var panel      = new Box3(panelMin, panelMax);
                    var tt         = TotalTransformation.Value;
                    var planePoint = panelMax;

                    foreach (var p in Points)
                    {
                        var pp  = tt.Transform(p);
                        var ray = new Ray3D(pp.ToVector3(), linkDirection.ToVector3());

                        if (ray.PlaneIntersection(planePoint, zDir.ToVector3(), out Vector3 intersect) &&
                            panel.Intersects(new Sphere3(intersect, 0.001f)))
                        {
                            var pi = intersect.ToPoint3D();
                            result         = true;
                            intersectValue = Vector3D.DotProduct(pi - pp, linkDirection);
                            break;
                        }
                    }
                }
            }

            return(new Tuple <bool, double>(result, intersectValue));
        }
Ejemplo n.º 5
0
            /// <summary>
            /// Called when [hit test].
            /// </summary>
            /// <param name="context">The context.</param>
            /// <param name="totalModelMatrix">The total model matrix.</param>
            /// <param name="ray">The ray.</param>
            /// <param name="hits">The hits.</param>
            /// <returns></returns>
            protected override bool OnHitTest(IRenderMatrices context, global::SharpDX.Matrix totalModelMatrix, ref global::SharpDX.Ray ray, ref List <HitTestResult> hits)
            {
                bool isHit = false;

                if (octreeManager != null)
                {
                    isHit = octreeManager.HitTest(context, this.WrapperSource, totalModelMatrix, ray, ref hits);
    #if DEBUG
                    if (isHit)
                    {
                        Debug.WriteLine("Octree hit test, hit at " + hits[0].PointHit);
                    }
    #endif
                }
                else
                {
                    isHit = base.OnHitTest(context, totalModelMatrix, ref ray, ref hits);
                }
                return(isHit);
            }
 public override bool HitTest(IRenderMatrices context, global::SharpDX.Ray ray, ref List <HitTestResult> hits)
 {
     return(false);
 }
Ejemplo n.º 7
0
        /// <summary>
        /// Chamfers the specified corner (experimental code).
        /// </summary>
        /// <param name="p">
        /// The corner point.
        /// </param>
        /// <param name="d">
        /// The chamfer distance.
        /// </param>
        /// <param name="eps">
        /// The corner search limit distance.
        /// </param>
        /// <param name="chamferPoints">
        /// If this parameter is provided, the collection will be filled with the generated chamfer points.
        /// </param>
        public void ChamferCorner(Point3D p, double d, double eps = 1e-6, IList<Point3D> chamferPoints = null)
        {
            this.NoSharedVertices();

            this.normals = null;
            this.textureCoordinates = null;

            var cornerNormal = this.FindCornerNormal(p, eps);

            var newCornerPoint = p - (cornerNormal * (float)d);
            int index0 = this.positions.Count;
            this.positions.Add(newCornerPoint);

            var plane = new Plane3D(newCornerPoint, cornerNormal);

            int ntri = this.triangleIndices.Count;

            for (int i = 0; i < ntri; i += 3)
            {
                int i0 = i;
                int i1 = i + 1;
                int i2 = i + 2;
                var p0 = this.positions[this.triangleIndices[i0]];
                var p1 = this.positions[this.triangleIndices[i1]];
                var p2 = this.positions[this.triangleIndices[i2]];
                var d0 = (p - p0).LengthSquared();
                var d1 = (p - p1).LengthSquared();
                var d2 = (p - p2).LengthSquared();
                var mind = Math.Min(d0, Math.Min(d1, d2));
                if (mind > eps)
                {
                    continue;
                }

                if (d1 < eps)
                {
                    i0 = i + 1;
                    i1 = i + 2;
                    i2 = i;
                }

                if (d2 < eps)
                {
                    i0 = i + 2;
                    i1 = i;
                    i2 = i + 1;
                }

                p0 = this.positions[this.triangleIndices[i0]];
                p1 = this.positions[this.triangleIndices[i1]];
                p2 = this.positions[this.triangleIndices[i2]];

                // p0 is the corner vertex (at index i0)
                // find the intersections between the chamfer plane and the two edges connected to the corner
                var line1 = new Ray(p0, p1 - p0);
                var line2 = new Ray(p0, p2 - p0);
                Point3D p01, p02;

                if (!plane.Intersects(ref line1, out p01))
                {
                    continue;
                }

                if (!plane.Intersects(ref line2, out p02))
                {
                    continue;
                }

                if (chamferPoints != null)
                {
                    // add the chamfered points
                    if (!chamferPoints.Contains(p01))
                    {
                        chamferPoints.Add(p01);
                    }

                    if (!chamferPoints.Contains(p02))
                    {
                        chamferPoints.Add(p02);
                    }
                }

                int i01 = i0;

                // change the original triangle to use the first chamfer point
                this.positions[this.triangleIndices[i01]] = p01;

                int i02 = this.positions.Count;
                this.positions.Add(p02);

                // add a new triangle for the other chamfer point
                this.triangleIndices.Add(i01);
                this.triangleIndices.Add(i2);
                this.triangleIndices.Add(i02);

                // add a triangle connecting the chamfer points and the new corner point
                this.triangleIndices.Add(index0);
                this.triangleIndices.Add(i01);
                this.triangleIndices.Add(i02);
            }

            this.NoSharedVertices();
        }