Example #1
0
        public Matrix3x3f transpose()
        {
            Matrix3x3f ret = new Matrix3x3f();

            for (int i = 0; i < 3; i++)
            {
                for (int j = 0; j < 3; j++)
                {
                    ret.e[i, j] = e[j, i];
                }
            }
            return(ret);
        }
        // Compute the two intersecting lines of a cone with a corner at (0,0,0) with a plane passing by (0,0,0)
        // If there is no intersection, return the line on the plane closest to the cone (assumes cone_angle > pi/2)
        void IntersectConePlane(Vector3d cone_direction, double cone_angle, Vector3d plane_normal, out Vector3d intersect_1, out Vector3d intersect_2)
        {
            intersect_1 = Vector3d.zero;
            intersect_2 = Vector3d.zero;

            cone_direction.Normalize();
            plane_normal.Normalize();

            // Change the frame of reference:
            // x = cone_direction
            // y = plane_normal projected on the plane normal to cone_direction
            // z = x * y
            Vector3d x = cone_direction;
            Vector3d z = Vector3d.Cross(x, plane_normal).normalized;
            Vector3d y = Vector3d.Cross(z, x);

            // transition matrix from the temporary frame to the global frame
            Matrix3x3f M_i_tmp = new Matrix3x3f();

            for (int i = 0; i < 3; i++)
            {
                M_i_tmp[i, 0] = (float)x[i];
                M_i_tmp[i, 1] = (float)y[i];
                M_i_tmp[i, 2] = (float)z[i];
            }

            Vector3d n       = M_i_tmp.transpose() * plane_normal;
            double   cos_phi = -n.x / (n.y * Math.Tan(cone_angle));

            if (Math.Abs(cos_phi) <= 1.0f)
            {
                intersect_1.x = Math.Cos(cone_angle);
                intersect_1.y = Math.Sin(cone_angle) * cos_phi;
                intersect_1.z = Math.Sin(cone_angle) * Math.Sqrt(1 - cos_phi * cos_phi);
            }
            else
            {
                intersect_1.x = -n.y;
                intersect_1.y = n.x;
                intersect_1.z = 0.0;
            }

            intersect_2.x = intersect_1.x;
            intersect_2.y = intersect_1.y;
            intersect_2.z = -intersect_1.z;

            intersect_1 = M_i_tmp * intersect_1;
            intersect_2 = M_i_tmp * intersect_2;
        }