Exemple #1
0
        protected Vector3D?IntersectExact(MyCubeGrid grid, ref MatrixD inverseGridWorldMatrix, out Vector3D intersection, out MySlimBlock intersectedBlock)
        {
            double num;

            intersection = Vector3D.Zero;
            LineD    line     = new LineD(IntersectionStart, IntersectionStart + (IntersectionDirection * IntersectionDistance));
            Vector3D?nullable = grid.GetLineIntersectionExactAll(ref line, out num, out intersectedBlock);

            if (nullable != null)
            {
                Vector3D vectord = Vector3D.Transform(IntersectionStart, (MatrixD)inverseGridWorldMatrix);
                intersection  = vectord + (num * Vector3D.Normalize(Vector3D.TransformNormal(IntersectionDirection, (MatrixD)inverseGridWorldMatrix)));
                intersection *= 1f / grid.GridSize;
            }
            return(nullable);
        }
Exemple #2
0
        /// <summary>
        /// Calculates exact intersection point (in uniform grid coordinates) of eye ray with the given grid of all cubes.
        /// Returns position of intersected object in uniform grid coordinates
        /// </summary>
        protected Vector3D?IntersectExact(MyCubeGrid grid, ref MatrixD inverseGridWorldMatrix, out Vector3D intersection, out MySlimBlock intersectedBlock)
        {
            intersection = Vector3D.Zero;

            var      line = new LineD(IntersectionStart, IntersectionStart + IntersectionDirection * IntersectionDistance);
            double   distance;
            Vector3D?intersectedObjectPos = grid.GetLineIntersectionExactAll(ref line, out distance, out intersectedBlock);

            if (intersectedObjectPos != null)
            {
                Vector3D rayStart = Vector3D.Transform(IntersectionStart, inverseGridWorldMatrix);
                Vector3D rayDir   = Vector3D.Normalize(Vector3D.TransformNormal(IntersectionDirection, inverseGridWorldMatrix));
                intersection  = rayStart + distance * rayDir;
                intersection *= 1.0f / grid.GridSize;
            }

            return(intersectedObjectPos);
        }
        /// <summary>
        /// Calculates exact intersection point (in uniform grid coordinates) of eye ray with the given grid of all cubes.
        /// Returns position of intersected object in uniform grid coordinates
        /// </summary>
        protected Vector3D? IntersectExact(MyCubeGrid grid, ref MatrixD inverseGridWorldMatrix, out Vector3D intersection, out MySlimBlock intersectedBlock)
        {
            intersection = Vector3D.Zero;

            var line = new LineD(IntersectionStart, IntersectionStart + IntersectionDirection * IntersectionDistance);
            double distance;
            Vector3D? intersectedObjectPos = grid.GetLineIntersectionExactAll(ref line, out distance, out intersectedBlock);
            if (intersectedObjectPos != null)
            {
                Vector3D rayStart = Vector3D.Transform(IntersectionStart, inverseGridWorldMatrix);
                Vector3D rayDir = Vector3D.Normalize(Vector3D.TransformNormal(IntersectionDirection, inverseGridWorldMatrix));
                intersection = rayStart + distance * rayDir;
                intersection *= 1.0f / grid.GridSize;
            }

            return intersectedObjectPos;
        }