public static bool FindClosestRayIntersection(ISampledCurve3d c, double segRadius, Ray3d ray, out double minRayT) { minRayT = double.MaxValue; int nNearSegment = -1; int nSegs = c.SegmentCount; for (int i = 0; i < nSegs; ++i) { Segment3d seg = c.GetSegment(i); // raycast to line bounding-sphere first (is this going ot be faster??) double fSphereHitT; bool bHitBoundSphere = RayIntersection.SphereSigned(ref ray.Origin, ref ray.Direction, ref seg.Center, seg.Extent + segRadius, out fSphereHitT); if (bHitBoundSphere == false) { continue; } double rayt, segt; double dSqr = DistRay3Segment3.SquaredDistance(ref ray, ref seg, out rayt, out segt); if (dSqr < segRadius * segRadius) { if (rayt < minRayT) { minRayT = rayt; nNearSegment = i; } } } return(nNearSegment >= 0); }
public static bool FindClosestRayIntersection(ICurve c, double segRadius, Ray3d ray, out double rayT) { if (c.Closed) { throw new InvalidOperationException("CurveUtils.FindClosestRayIntersection doesn't support closed curves yet"); } rayT = double.MaxValue; int nNearSegment = -1; //double fNearSegT = 0.0; int N = c.VertexCount; for (int i = 0; i < N - 1; ++i) { DistRay3Segment3 dist = new DistRay3Segment3(ray, new Segment3d(c.GetVertex(i), c.GetVertex(i + 1))); // raycast to line bounding-sphere first (is this going ot be faster??) double fSphereHitT; bool bHitBoundSphere = RayIntersection.SphereSigned(ray.Origin, ray.Direction, dist.Segment.Center, dist.Segment.Extent + segRadius, out fSphereHitT); if (bHitBoundSphere == false) { continue; } // find ray/seg min-distance and use ray T double dSqr = dist.GetSquared(); if (dSqr < segRadius * segRadius) { if (dist.RayParameter < rayT) { rayT = dist.RayParameter; //fNearSegT = dist.SegmentParameter; nNearSegment = i; } } } return(nNearSegment >= 0); }
public static bool FindClosestRayIntersection(ISampledCurve3d c, double segRadius, Ray3d ray, out double rayT) { rayT = double.MaxValue; int nNearSegment = -1; //double fNearSegT = 0.0; int N = c.VertexCount; int iStop = (c.Closed) ? N : N - 1; for (int i = 0; i < iStop; ++i) { DistRay3Segment3 dist = new DistRay3Segment3(ray, new Segment3d(c.GetVertex(i), c.GetVertex((i + 1) % N))); // raycast to line bounding-sphere first (is this going ot be faster??) double fSphereHitT; bool bHitBoundSphere = RayIntersection.SphereSigned(ray.Origin, ray.Direction, dist.Segment.Center, dist.Segment.Extent + segRadius, out fSphereHitT); if (bHitBoundSphere == false) { continue; } // find ray/seg min-distance and use ray T double dSqr = dist.GetSquared(); if (dSqr < segRadius * segRadius) { if (dist.RayParameter < rayT) { rayT = dist.RayParameter; //fNearSegT = dist.SegmentParameter; nNearSegment = i; } } } return(nNearSegment >= 0); }