Example #1
0
        // Intersection between 2 planes
        public bool Intersect( Plane _p, Ray _ray )
        {
            // Check if both planes are coplanar
            if ( (float) System.Math.Abs( 1.0f - _p.n.Dot(n) ) < float.Epsilon )
                return	false;

            // Let's have fun!
            float3	I = new float3();
            _ray.Pos.Set( 0, 0, 0 );
            _ray.Aim = n;
            if ( !_p.Intersect( _ray, ref I ) )
                return	false;

            _ray.Aim = _p.n;
            if ( !_p.Intersect( _ray, ref I ) )
                return	false;
            _ray.Pos = I;

            _ray.Aim = I - _ray.Pos;
            if ( !Intersect( _ray, ref I ) )
                return	false;
            _ray.Pos = I;

            // We have at least one point belonging to both planes!
            _ray.Aim = n.Cross(_p.n).Normalized;

            return	true;
        }
Example #2
0
        // Helpers
        // Intersection between a plane and a ray
        public bool Intersect( Ray _Ray, ref float3 _intersection )
        {
            float	fGradient = n.Dot( _Ray.Aim );
            if ( (float) System.Math.Abs( fGradient ) < float.Epsilon )
                return false;	// It cannot hit! (or very far away at least!)

            _Ray.Length = (-d - _Ray.Pos.Dot(n)) / fGradient;

            _intersection = _Ray.GetHitPos();
            return true;
        }
Example #3
0
        public bool IsOutsideHitBy( Ray _Ray )
        {
            float	fDistance;
            float3	HitPosition;

            // Left | right intersection
            if ( System.Math.Abs( _Ray.Aim.x ) > EPSILON )
            {
                fDistance = ( _Ray.Aim.x > 0.0f ? m_Min.x - _Ray.Pos.x : m_Max.x - _Ray.Pos.x ) / _Ray.Aim.x;
                if ( fDistance >= 0.0f && fDistance <= _Ray.Length )
                {
                    HitPosition = _Ray.Pos + _Ray.Aim * fDistance;
                    if ( HitPosition.y >= m_Min.y && HitPosition.y <= m_Max.y && HitPosition.z >= m_Min.z && HitPosition.z <= m_Max.z )
                    {
                        _Ray.Length = fDistance;
                        _Ray.Datum = _Ray.Aim.x > 0.0f ? 0 : 1;

                        return	true;
                    }
                }
                else
                    _Ray.Datum = 6;			// We notify the caller it didn't hit because of distance
            }

            // Top | bottom intersection
            if ( System.Math.Abs( _Ray.Aim.y ) > EPSILON )
            {
                fDistance = ( _Ray.Aim.y > 0.0f ? m_Min.y - _Ray.Pos.y : m_Max.y - _Ray.Pos.y ) / _Ray.Aim.y;
                if ( fDistance >= 0.0f && fDistance <= _Ray.Length )
                {
                    HitPosition = _Ray.Pos + _Ray.Aim * fDistance;
                    if ( HitPosition.x >= m_Min.x && HitPosition.x <= m_Max.x && HitPosition.z >= m_Min.z && HitPosition.z <= m_Max.z )
                    {
                        _Ray.Length = fDistance;
                        _Ray.Datum = _Ray.Aim.y > 0.0f ? 2 : 3;

                        return	true;
                    }
                }
                else
                    _Ray.Datum = 6;			// We notify the caller it didn't hit because of distance
            }

            // Front | back intersection
            if ( System.Math.Abs( _Ray.Aim.z ) > EPSILON )
            {
                fDistance = ( _Ray.Aim.z > 0.0f ? m_Min.z - _Ray.Pos.z : m_Max.z - _Ray.Pos.z ) / _Ray.Aim.z;
                if ( fDistance >= 0.0f && fDistance <= _Ray.Length )
                {
                    HitPosition = _Ray.Pos + _Ray.Aim * fDistance;
                    if ( HitPosition.x >= m_Min.x && HitPosition.x <= m_Max.x && HitPosition.y >= m_Min.y && HitPosition.y <= m_Max.y )
                    {
                        _Ray.Length = fDistance;
                        _Ray.Datum = _Ray.Aim.z > 0.0f ? 4 : 5;

                        return	true;
                    }
                }
                else
                    _Ray.Datum = 6;			// We notify the caller it didn't hit because of distance
            }

            return	false;
        }
Example #4
0
        // Intersection between 3 planes
        public bool Intersect( Plane _p0, Plane _p1, ref float3 _intersection )
        {
            // Compute the intersection of 2 planes first, yielding a ray
            Ray		Hit = new Ray();
            if ( !_p0.Intersect( _p1, Hit ) )
                return	false;

            // Then compute the intersection of this ray with our plane
            return Intersect( Hit, ref _intersection );
        }
Example #5
0
        public bool IsInsideHitBy( Ray _Ray )
        {
            float	fDistance;
            float3	HitPosition;

            // Left | right intersection
            if ( System.Math.Abs( _Ray.Aim.x ) > EPSILON )
            {
                fDistance = ( _Ray.Aim.x < 0.0f ? m_Min.x - _Ray.Pos.x : m_Max.x - _Ray.Pos.x ) / _Ray.Aim.x;
                if ( fDistance >= 0.0f && fDistance <= _Ray.Length )
                {
                    HitPosition = _Ray.Pos + _Ray.Aim * fDistance;
                    if ( HitPosition.y >= m_Min.y && HitPosition.y <= m_Max.y && HitPosition.z >= m_Min.z && HitPosition.z <= m_Max.z )
                    {
                        _Ray.Length = fDistance;
                        _Ray.Datum = _Ray.Aim.x > 0.0f ? 1 : 0;

                        return	true;
                    }
                }
            }

            // Top | bottom intersection
            if ( System.Math.Abs( _Ray.Aim.y ) > EPSILON )
            {
                fDistance = ( _Ray.Aim.y < 0.0f ? m_Min.y - _Ray.Pos.y : m_Max.y - _Ray.Pos.y ) / _Ray.Aim.y;
                if ( fDistance >= 0.0f && fDistance <= _Ray.Length )
                {
                    HitPosition = _Ray.Pos + _Ray.Aim * fDistance;
                    if ( HitPosition.x >= m_Min.x && HitPosition.x <= m_Max.x && HitPosition.z >= m_Min.z && HitPosition.z <= m_Max.z )
                    {
                        _Ray.Length = fDistance;
                        _Ray.Datum = _Ray.Aim.y > 0.0f ? 3 : 2;

                        return	true;
                    }
                }
            }

            // Front | back intersection
            if ( System.Math.Abs( _Ray.Aim.z ) > EPSILON )
            {
                fDistance = ( _Ray.Aim.z < 0.0f ? m_Min.z - _Ray.Pos.z : m_Max.z - _Ray.Pos.z ) / _Ray.Aim.z;
                if ( fDistance >= 0.0f && fDistance <= _Ray.Length )
                {
                    HitPosition = _Ray.Pos + _Ray.Aim * fDistance;
                    if ( HitPosition.x >= m_Min.x && HitPosition.x <= m_Max.x && HitPosition.y >= m_Min.y && HitPosition.y <= m_Max.y )
                    {
                        _Ray.Length = fDistance;
                        _Ray.Datum = _Ray.Aim.z > 0.0f ? 5 : 4;

                        return	true;
                    }
                }
            }

            return	false;
        }
Example #6
0
        public bool IsHitBy( Ray _Ray )
        {
            // ********** TEST RAY INTERSECTION **********
            bool	bHitX = false, bHitY = false, bHitZ = false;
            float	fDistX = float.MaxValue, fDistY = float.MaxValue, fDistZ = float.MaxValue;
            float3	HitPosition;

            // Left  right intersection
            if ( System.Math.Abs( _Ray.Aim.x ) > EPSILON )
            {
                fDistX = ( _Ray.Aim.x > 0.0f ? System.Math.Min( m_Max.x - _Ray.Pos.x, m_Min.x - _Ray.Pos.x ) : System.Math.Max( m_Max.x - _Ray.Pos.x, m_Min.x - _Ray.Pos.x ) ) / _Ray.Aim.x;
                if ( fDistX >= 0.0f )
                {
                    HitPosition = _Ray.Pos + _Ray.Aim * fDistX;
                    if ( HitPosition.y >= m_Min.y && HitPosition.y <= m_Max.y && HitPosition.z >= m_Min.z && HitPosition.z <= m_Max.z )
                        bHitX = true;
                }
            }

            // Top  bottom intersection
            if ( System.Math.Abs( _Ray.Aim.y ) > EPSILON )
            {
                fDistY = ( _Ray.Aim.y > 0.0f ? System.Math.Min( m_Max.y - _Ray.Pos.y, m_Min.y - _Ray.Pos.y ) : System.Math.Max( m_Max.y - _Ray.Pos.y, m_Min.y - _Ray.Pos. y) ) / _Ray.Aim.y;
                if ( fDistY >= 0.0f )
                {
                    HitPosition = _Ray.Pos + _Ray.Aim * fDistY;
                    if ( HitPosition.x >= m_Min.x && HitPosition.x <= m_Max.x && HitPosition.z >= m_Min.z && HitPosition.z <= m_Max.z )
                        bHitY = true;
                }
            }

            // Front  back intersection
            if ( System.Math.Abs( _Ray.Aim.z ) > EPSILON )
            {
                fDistZ = ( _Ray.Aim.z > 0.0f ? System.Math.Min( m_Max.z - _Ray.Pos.z, m_Min.z - _Ray.Pos.z ) : System.Math.Max( m_Max.z - _Ray.Pos.z, m_Min.z - _Ray.Pos.z ) ) / _Ray.Aim.z;
                if ( fDistZ >= 0.0f )
                {
                    HitPosition = _Ray.Pos + _Ray.Aim * fDistZ;
                    if ( HitPosition.x >= m_Min.x && HitPosition.x <= m_Max.x && HitPosition.y >= m_Min.y && HitPosition.y <= m_Max.y )
                        bHitZ = true;
                }
            }

            if ( !bHitX && !bHitY && !bHitZ )
                return	false;

            if ( fDistX < fDistY )
            {
                if ( fDistX < fDistZ )
                {
                    if ( fDistX > _Ray.Length )
                        return	false;		// Ray is too short!
                    _Ray.Length = fDistX;
                    _Ray.Datum = _Ray.Aim.x > 0.0f ? 1 : 0;
                }
                else
                {
                    if ( fDistZ > _Ray.Length )
                        return	false;		// Ray is too short!
                    _Ray.Length = fDistZ;
                    _Ray.Datum = _Ray.Aim.z > 0.0f ? 5 : 4;
                }
            }
            else
            {
                if ( fDistY < fDistZ )
                {
                    if ( fDistY > _Ray.Length )
                        return	false;		// Ray is too short!
                    _Ray.Length = fDistY;
                    _Ray.Datum = _Ray.Aim.y > 0.0f ? 3 : 2;
                }
                else
                {
                    if ( fDistZ > _Ray.Length )
                        return	false;		// Ray is too short!
                    _Ray.Length = fDistZ;
                    _Ray.Datum = _Ray.Aim.z > 0.0f ? 5 : 4;
                }
            }

            return	true;
        }
Example #7
0
        public bool Intersect( Ray _Ray )
        {
            // ********** TEST RAY INTERSECTION (ONLY THE FACT OF INTERSECTION IS IMPORTANT THIS TIME) **********
            float	fDistX = float.MaxValue, fDistY = float.MaxValue, fDistZ = float.MaxValue;
            float3	HitPosition;

            // Left  right intersection
            if ( System.Math.Abs( _Ray.Aim.x ) > EPSILON )
            {
                fDistX = ( _Ray.Aim.x > 0.0f ? System.Math.Min( m_Max.x - _Ray.Pos.x, m_Min.x - _Ray.Pos.x ) : System.Math.Max( m_Max.x - _Ray.Pos.x, m_Min.x - _Ray.Pos.x ) ) / _Ray.Aim.x;
                if ( fDistX >= 0.0f )
                {
                    HitPosition = _Ray.Pos + _Ray.Aim * fDistX;
                    if ( HitPosition.y >= m_Min.y && HitPosition.y <= m_Max.y && HitPosition.z >= m_Min.z && HitPosition.z <= m_Max.z )
                        return	true;
                }
            }

            // Top  bottom intersection
            if ( System.Math.Abs( _Ray.Aim.y ) > EPSILON )
            {
                fDistY = ( _Ray.Aim.y > 0.0f ? System.Math.Min( m_Max.y - _Ray.Pos.y, m_Min.y - _Ray.Pos.y ) : System.Math.Max( m_Max.y - _Ray.Pos.y, m_Min.y - _Ray.Pos. y) ) / _Ray.Aim.y;
                if ( fDistY >= 0.0f )
                {
                    HitPosition = _Ray.Pos + _Ray.Aim * fDistY;
                    if ( HitPosition.x >= m_Min.x && HitPosition.x <= m_Max.x && HitPosition.z >= m_Min.z && HitPosition.z <= m_Max.z )
                        return	true;
                }
            }

            // Front  back intersection
            if ( System.Math.Abs( _Ray.Aim.z ) > EPSILON )
            {
                fDistZ = ( _Ray.Aim.z > 0.0f ? System.Math.Min( m_Max.z - _Ray.Pos.z, m_Min.z - _Ray.Pos.z ) : System.Math.Max( m_Max.z - _Ray.Pos.z, m_Min.z - _Ray.Pos.z ) ) / _Ray.Aim.z;
                if ( fDistZ >= 0.0f )
                {
                    HitPosition = _Ray.Pos + _Ray.Aim * fDistZ;
                    if ( HitPosition.x >= m_Min.x && HitPosition.x <= m_Max.x && HitPosition.y >= m_Min.y && HitPosition.y <= m_Max.y )
                        return	true;
                }
            }

            return	false;
        }
Example #8
0
 public Ray( Ray _Source )
 {
     Set( _Source );
 }
Example #9
0
 // Assignment operators
 public void Set( Ray _r )
 {
     m_Pos = _r.m_Pos; m_Aim = _r.m_Aim; m_Length = _r.m_Length; m_MarchedLength = _r.m_MarchedLength; m_Datum = _r.m_Datum;
 }