private List <TopologyIntersection> FindAllIntersections(Face2D target, List <ICuttableEdge> edges2cut) { Intersector intersector = new Intersector(); List <TopologyIntersection> res_list = new List <TopologyIntersection>(); for (int loop_idx = 0; loop_idx < target.Loops.Count; ++loop_idx) { var loop = target.Loops[loop_idx]; for (int target_edge_idx = 0; target_edge_idx < loop.Count; ++target_edge_idx) { List <TopologyIntersection> sorted_is = new List <TopologyIntersection>(); for (int tool_edge_idx = 0; tool_edge_idx < edges2cut.Count; ++tool_edge_idx) { var intersections = intersector.Intersect(loop[target_edge_idx], edges2cut[tool_edge_idx]); foreach (var intersection in intersections) { TopologyIntersection res = new TopologyIntersection( loop_idx, target_edge_idx, tool_edge_idx, intersection); sorted_is.Add(res); } } sorted_is.Sort(new TopologyIntersectionCompare_ByTarget()); res_list.AddRange(sorted_is); } } return(res_list); }
public ImageSensorData Measure() { var tmpLocation = GetCameraLocation(_robot); var result = new KinectData(_settings.VerticalResolution, _settings.HorisontalResolution); var horisontalAngle = -_settings.HorisontalViewAngle / 2.0; var verticalAngle = -_settings.VerticalViewAngle / 2.0; for (int i = 0; i < _settings.VerticalResolution; i++) { Frame3D mediateDirection = SensorRotation.VerticalFrameRotation(tmpLocation, -verticalAngle); horisontalAngle = -_settings.HorisontalViewAngle / 2.0; for (int j = 0; j < _settings.HorisontalResolution; j++) { Frame3D direction = SensorRotation.HorisontalFrameRotation(mediateDirection, horisontalAngle); Ray ray = new Ray(tmpLocation.ToPoint3D(), SensorRotation.GetFrontDirection(direction)); var dist = double.PositiveInfinity; foreach (var body in _worldRoot.GetSubtreeChildrenFirst()) { if (_settings.Exclude.All(a => a != body)) { var inter = Intersector.Intersect(body, ray); dist = Math.Min(dist, inter); } } result.Depth[i, j] = dist; //verticalAngle += _settings.VStep; horisontalAngle += _settings.HStep; } verticalAngle += _settings.VStep; } return(new ImageSensorData(result.GetBytes())); }
public bool GetGroundPosition(Vec3D position, Vec3 direction, out MapPos result, ClampFlags flags = ClampFlags.DEFAULT) { result = new MapPos(); // Coordinate is now in world Cartesian coordinates (Roi Position) Vec3D origo = new Vec3D(0, 0, 0); // Set used origo Intersector isect = new Intersector(); // Check camera frustrum ----------------------------------------------------------- if (_camera != null && _camera.IsValid()) { origo = _camera.Position; if ((flags & ClampFlags.FRUSTRUM_CULL) != 0) { isect.SetCamera(_camera); } } // Adjust intersector to use origo as center position = position - origo; isect.SetStartPosition((Vec3)position); isect.SetDirection(direction); if (isect.Intersect(_currentMap, IntersectQuery.NEAREST_POINT | IntersectQuery.NORMAL | ((flags & ClampFlags.WAIT_FOR_DATA) != 0 ? IntersectQuery.WAIT_FOR_DYNAMIC_DATA : 0), 1, true, origo)) { IntersectorResult res = isect.GetResult(); IntersectorData data = res.GetData(0); result.position = data.position + origo; result.normal = data.normal; result.clamped = true; } isect.Dispose(); // Drop handle and ignore GC if (_topRoi != null) { RoiNode roi = _topRoi.GetClosestRoiNode(result.position); result.node = roi; // Remove roiNode position as offset - Go to local RoiNode based coordinate system if (roi != null && roi.IsValid()) { result.position -= roi.Position; } } return(true); }
public bool GetScreenGroundPosition(int x, int y, uint size_x, uint size_y, out MapPos result, ClampFlags flags = ClampFlags.DEFAULT) { result = new MapPos(); Vec3D position; Vec3 direction; if (!GetScreenVectors(x, y, size_x, size_y, out position, out direction)) { return(false); } Intersector isect = new Intersector(); if ((flags & ClampFlags.FRUSTRUM_CULL) != 0 && _camera != null && _camera.IsValid()) { isect.SetCamera(_camera); if (_camera.RoiPosition) { position = position - _camera.Position; } } isect.SetStartPosition((Vec3)(position)); isect.SetDirection(direction); if (isect.Intersect(_currentMap, IntersectQuery.NEAREST_POINT | IntersectQuery.NORMAL | ((flags & ClampFlags.WAIT_FOR_DATA) != 0 ? IntersectQuery.WAIT_FOR_DYNAMIC_DATA : 0), 1, true, _camera.Position)) { IntersectorResult res = isect.GetResult(); IntersectorData data = res.GetData(0); result.position = data.position; if (_camera.RoiPosition) { result.position = result.position + _camera.Position; } result.normal = data.normal; result.clamped = true; } isect.Dispose(); // Drop handle and ignore GC if (_topRoi != null) { result.roiNode = _topRoi.GetClosestRoiNode(result.position); // Remove roiNode position as offset - Go to local RoiNode based coordinate system if (result.roiNode != null && result.roiNode.IsValid()) { result.position -= result.roiNode.Position; } } return(true); }
public bool UpdatePosition(ref MapPos result, GroundClampType groundClamp = GroundClampType.NONE, ClampFlags flags = ClampFlags.DEFAULT) { if (groundClamp != GroundClampType.NONE) { // Add ROINode position as offset - Go to global 3D coordinate system as we need to clamp in global 3D if (result.roiNode != null && result.roiNode.IsValid()) { result.position += result.roiNode.Position; } Intersector isect = new Intersector(); Vec3D eyePos = new Vec3D(0, 0, 0); if (_camera != null && _camera.IsValid()) { eyePos = _camera.Position; if ((flags & ClampFlags.FRUSTRUM_CULL) != 0) { isect.SetCamera(_camera); } } if ((flags & ClampFlags.ISECT_LOD_QUALITY) != 0) // Lets stand in the ray to get highest quality { eyePos = result.position; } Vec3 up = new Vec3(result.local_orientation.v13, result.local_orientation.v23, result.local_orientation.v33); // TODO: Fix this.... if (up.x == 0 && up.y == 0 && up.z == 0) { up.y = 1; } isect.SetStartPosition((Vec3)(result.position - eyePos) + 10000.0f * up); isect.SetDirection(-up); if (isect.Intersect(_currentMap, IntersectQuery.NEAREST_POINT | IntersectQuery.NORMAL | ((flags & ClampFlags.WAIT_FOR_DATA) != 0 ? IntersectQuery.WAIT_FOR_DYNAMIC_DATA : 0), 1, true, eyePos)) { IntersectorResult res = isect.GetResult(); IntersectorData data = res.GetData(0); result.position.x = data.position.x + eyePos.x; result.position.y = data.position.y + eyePos.y; result.position.z = data.position.z + eyePos.z; result.normal = data.normal; result.clamped = true; } else { result.normal = up; result.clamped = false; } if (groundClamp == GroundClampType.GROUND) { result.normal = result.local_orientation.GetCol(2); } isect.Dispose(); // Drop handle and ignore GC // Remove ROINode position as offset - Go to local coordinate system under ROI Node if (result.roiNode != null && result.roiNode.IsValid()) { result.position -= result.roiNode.Position; } } return(true); }
public bool UpdatePosition(MapPos result, GroundClampType groundClamp = GroundClampType.NONE, ClampFlags flags = ClampFlags.DEFAULT) { if (_currentMap == null) // No map { return(false); } result.normal = result.local_orientation.GetCol(2); if (groundClamp != GroundClampType.NONE) { // Add ROINode position as offset - Go to global 3D coordinate system as we need to clamp in global 3D RoiNode roi = result.node as RoiNode; if (roi != null && roi.IsValid()) { result.position += roi.Position; } // The defined down vector Vec3 down = new Vec3(-result.local_orientation.v13, -result.local_orientation.v23, -result.local_orientation.v33); // Check triangel ground if (result.clampResult.HasFlag(IntersectQuery.ABC_TRI)) { if (Intersect(result.position, down, result.a, result.b, result.c, out Vec3D p)) { result.position = p; ToLocal(result); return(true); } } // Check new intersector Intersector isect = new Intersector(); Vec3D origo = new Vec3D(0, 0, 0); // Check camera frustrum ----------------------------------------------------------- if (_camera != null && _camera.IsValid()) { origo = _camera.Position; if ((flags & ClampFlags.FRUSTRUM_CULL) != 0) { isect.SetCamera(_camera); } } if ((flags & ClampFlags.ISECT_LOD_QUALITY) != 0) // Lets stand in the ray to get highest quality { origo = result.position; } isect.SetStartPosition((Vec3)(result.position - origo) - 10000.0f * down); // Move backwards isect.SetDirection(down); if (isect.Intersect(_currentMap, IntersectQuery.NEAREST_POINT | IntersectQuery.ABC_TRI | (flags.HasFlag(ClampFlags.ALIGN_NORMAL_TO_SURFACE) ? IntersectQuery.NORMAL : 0) | //IntersectQuery.NORMAL | (flags.HasFlag(ClampFlags.WAIT_FOR_DATA) ? IntersectQuery.WAIT_FOR_DYNAMIC_DATA : 0) | (flags.HasFlag(ClampFlags.UPDATE_DATA) ? IntersectQuery.UPDATE_DYNAMIC_DATA : 0) , 1, true, origo)) { IntersectorResult res = isect.GetResult(); IntersectorData data = res.GetData(0); result.position = data.coordinate + origo; if ((data.resultMask & IntersectQuery.NORMAL) != 0) { result.normal = data.normal; } if (data.resultMask.HasFlag(IntersectQuery.ABC_TRI)) { result.a = data.a + origo; result.b = data.b + origo; result.c = data.c + origo; } result.clampResult = data.resultMask; } else { result.clampResult = IntersectQuery.NULL; } //if (groundClamp == GroundClampType.GROUND) //{ // result.normal = result.local_orientation.GetCol(2); //} isect.Dispose(); // Drop handle and ignore GC // Remove ROINode position as offset - Go to local coordinate system under ROI Node ToLocal(result); } result.clampFlags = flags; result.clampType = groundClamp; return(true); }
/// <summary> /// Get a Local mappos in Global ray direction /// </summary> /// <param name="global_position"></param> /// <param name="direction"></param> /// <param name="result"></param> /// <param name="flags"></param> /// <returns></returns> public bool GetGroundPosition(Vec3D global_position, Vec3 direction, out MapPos result, ClampFlags flags = ClampFlags.DEFAULT) { result = new MapPos(); // Coordinate is now in world Cartesian coordinates (Roi Position) Vec3D origo = new Vec3D(0, 0, 0); // Set used origo for clamp operation Intersector isect = new Intersector(); // Check camera frustrum ----------------------------------------------------------- if (_camera != null && _camera.IsValid()) { origo = _camera.Position; if ((flags & ClampFlags.FRUSTRUM_CULL) != 0) { isect.SetCamera(_camera); } } // Adjust intersector to use origo as center global_position = global_position - origo; isect.SetStartPosition((Vec3)global_position); isect.SetDirection(direction); if (isect.Intersect(_currentMap, IntersectQuery.ABC_TRI | IntersectQuery.NEAREST_POINT | (flags.HasFlag(ClampFlags.ALIGN_NORMAL_TO_SURFACE) ? IntersectQuery.NORMAL : 0) | //IntersectQuery.NORMAL | (flags.HasFlag(ClampFlags.WAIT_FOR_DATA) ? IntersectQuery.WAIT_FOR_DYNAMIC_DATA : 0), 1, true, origo)) { IntersectorResult res = isect.GetResult(); IntersectorData data = res.GetData(0); result.position = data.coordinate + origo; if ((data.resultMask & IntersectQuery.NORMAL) != 0) { result.normal = data.normal; } if (data.resultMask.HasFlag(IntersectQuery.ABC_TRI)) { result.a = data.a + origo; result.b = data.b + origo; result.c = data.c + origo; } result.clampResult = data.resultMask; } else { result.clampResult = IntersectQuery.NULL; } isect.Dispose(); // Drop handle and ignore GC result.local_orientation = GetLocalOrientation(result.position); if (result.clampResult == IntersectQuery.NULL) { result.normal = result.local_orientation.GetCol(2); } return(ToLocal(result)); }