getDirection() public method

public getDirection ( ) : Vector3d
return Vector3d
Example #1
0
        /**
         * Computes the point resulting from the intersection with another line
         *
         * @param otherLine the other line to apply the intersection. The lines are supposed
         * to intersect
         * @return point resulting from the intersection. If the point coundn't be obtained, return null
         */
        public Point3d computeLineIntersection(Line otherLine)
        {
            //x = x1 + a1*t = x2 + b1*s
            //y = y1 + a2*t = y2 + b2*s
            //z = z1 + a3*t = z2 + b3*s

            Point3d  linePoint     = otherLine.getPoint();
            Vector3d lineDirection = otherLine.getDirection();

            double t;

            if (Math.Abs(direction.y * lineDirection.x - direction.x * lineDirection.y) > TOL)
            {
                t = (-point.y * lineDirection.x + linePoint.y * lineDirection.x + lineDirection.y * point.x - lineDirection.y * linePoint.x) / (direction.y * lineDirection.x - direction.x * lineDirection.y);
            }
            else if (Math.Abs(-direction.x * lineDirection.z + direction.z * lineDirection.x) > TOL)
            {
                t = -(-lineDirection.z * point.x + lineDirection.z * linePoint.x + lineDirection.x * point.z - lineDirection.x * linePoint.z) / (-direction.x * lineDirection.z + direction.z * lineDirection.x);
            }
            else if (Math.Abs(-direction.z * lineDirection.y + direction.y * lineDirection.z) > TOL)
            {
                t = (point.z * lineDirection.y - linePoint.z * lineDirection.y - lineDirection.z * point.y + lineDirection.z * linePoint.y) / (-direction.z * lineDirection.y + direction.y * lineDirection.z);
            }
            else
            {
                return(null);
            }

            double x = point.x + direction.x * t;
            double y = point.y + direction.y * t;
            double z = point.z + direction.z * t;

            return(new Point3d(x, y, z));
        }
Example #2
0
        /**
         * Computes the point resulting from the intersection with another line
         *
         * @param otherLine the other line to apply the intersection. The lines are supposed
         * to intersect
         * @return point resulting from the intersection. If the point coundn't be obtained, return null
         */
        public Point3d?computeLineIntersection(Line otherLine)
        {
            //x = x1 + a1*t = x2 + b1*s
            //y = y1 + a2*t = y2 + b2*s
            //z = z1 + a3*t = z2 + b3*s

            Point3d  linePoint     = otherLine.getPoint();
            Vector3d lineDirection = otherLine.getDirection();

            float t;

            if (Math.Abs(direction.Y * lineDirection.X - direction.X * lineDirection.Y) > TOL)
            {
                t = (-point.Y * lineDirection.X + linePoint.Y * lineDirection.X + lineDirection.Y * point.X - lineDirection.Y * linePoint.X) / (direction.Y * lineDirection.X - direction.X * lineDirection.Y);
            }
            else if (Math.Abs(-direction.X * lineDirection.Z + direction.Z * lineDirection.X) > TOL)
            {
                t = -(-lineDirection.Z * point.X + lineDirection.Z * linePoint.X + lineDirection.X * point.Z - lineDirection.X * linePoint.Z) / (-direction.X * lineDirection.Z + direction.Z * lineDirection.X);
            }
            else if (Math.Abs(-direction.Z * lineDirection.Y + direction.Y * lineDirection.Z) > TOL)
            {
                t = (point.Z * lineDirection.Y - linePoint.Z * lineDirection.Y - lineDirection.Z * point.Y + lineDirection.Z * linePoint.Y) / (-direction.Z * lineDirection.Y + direction.Y * lineDirection.Z);
            }
            else
            {
                return(null);
            }

            float x = point.X + direction.X * t;
            float y = point.Y + direction.Y * t;
            float z = point.Z + direction.Z * t;

            return(new Point3d(x, y, z));
        }
Example #3
0
        /**
         * Classifies the face based on the ray trace technique
         *
         * @param object object3d used to compute the face status
         */
        public void rayTraceClassify(Object3D obj)
        {
            //creating a ray starting starting at the face baricenter going to the normal direction
            Point3d p0 = new Point3d();

            p0.X = (v1.X + v2.X + v3.X) / 3.0f;
            p0.Y = (v1.Y + v2.Y + v3.Y) / 3.0f;
            p0.Z = (v1.Z + v2.Z + v3.Z) / 3.0f;
            Line ray = new Line(getNormal(), p0);

            bool    success;
            double  dotProduct, distance;
            Point3d?intersectionPoint;
            Face    closestFace = null;
            double  closestDistance;

            do
            {
                success         = true;
                closestDistance = Double.MaxValue;
                //for each face from the other solid...
                for (int i = 0; i < obj.getNumFaces(); i++)
                {
                    Face face = obj.getFace(i);
                    //dotProduct = face.getNormal().dot(ray.getDirection());

                    dotProduct = Vector3d.Dot(face.getNormal(), ray.getDirection());

                    intersectionPoint = ray.computePlaneIntersection(face.getNormal(), face.v1.getPosition());


                    //if ray intersects the plane...
                    if (intersectionPoint != null)
                    {
                        distance = ray.computePointToPointDistance(intersectionPoint.Value);

                        //if ray lies in plane...
                        if (Math.Abs(distance) < TOL && Math.Abs(dotProduct) < TOL)
                        {
                            //disturb the ray in order to not lie into another plane
                            ray.perturbDirection();
                            success = false;
                            break;
                        }

                        //if ray starts in plane...
                        if (Math.Abs(distance) < TOL && Math.Abs(dotProduct) > TOL)
                        {
                            //if ray intersects the face...
                            if (face.hasPoint(intersectionPoint.Value))
                            {
                                //faces coincide
                                closestFace     = face;
                                closestDistance = 0;
                                break;
                            }
                        }

                        //if ray intersects plane...
                        else if (Math.Abs(dotProduct) > TOL && distance > TOL)
                        {
                            if (distance < closestDistance)
                            {
                                //if ray intersects the face;
                                if (face.hasPoint(intersectionPoint.Value))
                                {
                                    //this face is the closest face untill now
                                    closestDistance = distance;
                                    closestFace     = face;
                                }
                            }
                        }
                    }
                }
            } while (success == false);

            //none face found: outside face
            if (closestFace == null)
            {
                status = OUTSIDE;
            }
            //face found: test dot product
            else
            {
                //dotProduct = closestFace.getNormal().dot(ray.getDirection());
                dotProduct = Vector3d.Dot(closestFace.getNormal(), ray.getDirection());

                //distance = 0: coplanar faces
                if (Math.Abs(closestDistance) < TOL)
                {
                    if (dotProduct > TOL)
                    {
                        status = SAME;
                    }
                    else if (dotProduct < -TOL)
                    {
                        status = OPPOSITE;
                    }
                }

                //dot product > 0 (same direction): inside face
                else if (dotProduct > TOL)
                {
                    status = INSIDE;
                }

                //dot product < 0 (opposite direction): outside face
                else if (dotProduct < -TOL)
                {
                    status = OUTSIDE;
                }
            }
        }
Example #4
0
        /**
         * Classifies the face based on the ray trace technique
         *
         * @param object object3d used to compute the face status
         */
        public void rayTraceClassify(Object3D obj)
        {
            //creating a ray starting starting at the face baricenter going to the normal direction
            Point3d p0 = new Point3d();
            p0.x = (v1.x + v2.x + v3.x) / 3d;
            p0.y = (v1.y + v2.y + v3.y) / 3d;
            p0.z = (v1.z + v2.z + v3.z) / 3d;
            Line ray = new Line(getNormal(), p0);

            bool success;
            double dotProduct, distance;
            Point3d intersectionPoint;
            Face closestFace = null;
            double closestDistance;

            do
            {
                success = true;
                closestDistance = Double.MaxValue;
                //for each face from the other solid...
                for (int i = 0; i < obj.getNumFaces(); i++)
                {
                    Face face = obj.getFace(i);
                    dotProduct = face.getNormal().dot(ray.getDirection());
                    intersectionPoint = ray.computePlaneIntersection(face.getNormal(), face.v1.getPosition());

                    //if ray intersects the plane...
                    if (intersectionPoint != null)
                    {
                        distance = ray.computePointToPointDistance(intersectionPoint);

                        //if ray lies in plane...
                        if (Math.Abs(distance) < TOL && Math.Abs(dotProduct) < TOL)
                        {
                            //disturb the ray in order to not lie into another plane
                            ray.perturbDirection();
                            success = false;
                            break;
                        }

                        //if ray starts in plane...
                        if (Math.Abs(distance) < TOL && Math.Abs(dotProduct) > TOL)
                        {
                            //if ray intersects the face...
                            if (face.hasPoint(intersectionPoint))
                            {
                                //faces coincide
                                closestFace = face;
                                closestDistance = 0;
                                break;
                            }
                        }

                                    //if ray intersects plane...
                                    else if (Math.Abs(dotProduct) > TOL && distance > TOL)
                        {
                            if (distance < closestDistance)
                            {
                                //if ray intersects the face;
                                if (face.hasPoint(intersectionPoint))
                                {
                                    //this face is the closest face untill now
                                    closestDistance = distance;
                                    closestFace = face;
                                }
                            }
                        }
                    }
                }
            } while(success == false);

            //none face found: outside face
            if (closestFace == null)
            {
                status = OUTSIDE;
            }
            //face found: test dot product
            else
            {
                dotProduct = closestFace.getNormal().dot(ray.getDirection());

                //distance = 0: coplanar faces
                if (Math.Abs(closestDistance) < TOL)
                {
                    if (dotProduct > TOL)
                    {
                        status = SAME;
                    }
                    else if (dotProduct < -TOL)
                    {
                        status = OPPOSITE;
                    }
                }

                    //dot product > 0 (same direction): inside face
                    else if (dotProduct > TOL)
                {
                    status = INSIDE;
                }

                    //dot product < 0 (opposite direction): outside face
                    else if (dotProduct < -TOL)
                {
                    status = OUTSIDE;
                }
            }
        }
Example #5
0
        /**
         * Computes the point resulting from the intersection with another line
         *
         * @param otherLine the other line to apply the intersection. The lines are supposed
         * to intersect
         * @return point resulting from the intersection. If the point coundn't be obtained, return null
         */
        public Point3d computeLineIntersection(Line otherLine)
        {
            //x = x1 + a1*t = x2 + b1*s
            //y = y1 + a2*t = y2 + b2*s
            //z = z1 + a3*t = z2 + b3*s

            Point3d linePoint = otherLine.getPoint();
            Vector3d lineDirection = otherLine.getDirection();

            double t;
            if (Math.Abs(direction.y * lineDirection.x - direction.x * lineDirection.y) > TOL)
            {
                t = (-point.y * lineDirection.x + linePoint.y * lineDirection.x + lineDirection.y * point.x - lineDirection.y * linePoint.x) / (direction.y * lineDirection.x - direction.x * lineDirection.y);
            }
            else if (Math.Abs(-direction.x * lineDirection.z + direction.z * lineDirection.x) > TOL)
            {
                t = -(-lineDirection.z * point.x + lineDirection.z * linePoint.x + lineDirection.x * point.z - lineDirection.x * linePoint.z) / (-direction.x * lineDirection.z + direction.z * lineDirection.x);
            }
            else if (Math.Abs(-direction.z * lineDirection.y + direction.y * lineDirection.z) > TOL)
            {
                t = (point.z * lineDirection.y - linePoint.z * lineDirection.y - lineDirection.z * point.y + lineDirection.z * linePoint.y) / (-direction.z * lineDirection.y + direction.y * lineDirection.z);
            }
            else
                return null;

            double x = point.x + direction.x * t;
            double y = point.y + direction.y * t;
            double z = point.z + direction.z * t;

            return new Point3d(x, y, z);
        }