public void If_the_ray_points_at_the_AABB_the_result_is_true_and_the_distance_is_set_correctly()
        {
            var box = new AxisAlignedBoundingBox(new Point(0, 0, 0), new Point(2, 2, 2));
            var ray = new Ray(new Point(-1, 1, 1), new Vector(1, 0.1, 0.2).ToUnitVector());

            Assert.True(box.IntersectsRay(ray, 0, double.PositiveInfinity));
        }
        public void If_the_ray_points_at_the_AABB_the_result_is_true_and_the_distance_is_set_correctly()
        {
            var box = new AxisAlignedBoundingBox(new Point(0, 0, 0), new Point(2, 2, 2));
            var ray = new Ray(new Point(-1, 1, 1), new Vector(1, 0.1, 0.2).ToUnitVector());

            Assert.True(box.IntersectsRay(ray, 0, double.PositiveInfinity));
        }
        public void If_the_ray_does_not_point_at_the_AABB_the_result_is_false_and_the_distance_is_set_to_infinity()
        {
            var box = new AxisAlignedBoundingBox(new Point(1, 1, 1), new Point(2, 2, 2));
            var ray = new Ray(new Point(0.5, -1, 2), -Vector.UnitY);

            Assert.False(box.IntersectsRay(ray, 0, double.PositiveInfinity));
        }
        public void If_the_AABB_is_behind_the_ray_the_result_is_false_and_the_distance_is_set_to_infinity()
        {
            var box = new AxisAlignedBoundingBox(new Point(1, 1, 1), new Point(2, 2, 2));
            var ray = new Ray(new Point(0, 0, 3), Vector.UnitZ);

            Assert.False(box.IntersectsRay(ray, 0, double.PositiveInfinity));
        }
Esempio n. 5
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        public Intersection FindClosestIntersectionWith(Ray ray)
        {
            Intersection closest = null;

            if (_left != null && _leftBounds.IntersectsRay(ray, 0, double.PositiveInfinity))
            {
                closest = _left.FindClosestIntersectionWith(ray);
            }

            if (_right != null && _rightBounds.IntersectsRay(ray, 0, (closest != null) ? closest.Distance : double.PositiveInfinity))
            {
                closest = Intersection.Closest(closest, _right.FindClosestIntersectionWith(ray));
            }

            return(closest);
        }
        public void For_ray_directions_with_zeros_the_result_is_still_true_for_valid_intersections()
        {
            var box = new AxisAlignedBoundingBox(new Point(0, 0, 0), new Point(2, 2, 2));
            var ray = new Ray(new Point(-1, 1, 1), Vector.UnitX);

            Assert.True(box.IntersectsRay(ray, 0, double.PositiveInfinity));

            box = new AxisAlignedBoundingBox(new Point(0, 0, 0), new Point(2, 2, 2));
            ray = new Ray(new Point(1, -1, 1), Vector.UnitY);

            Assert.True(box.IntersectsRay(ray, 0, double.PositiveInfinity));

            box = new AxisAlignedBoundingBox(new Point(0, 0, 0), new Point(2, 2, 2));
            ray = new Ray(new Point(1, 1, -1), Vector.UnitZ);

            Assert.True(box.IntersectsRay(ray, 0, double.PositiveInfinity));
        }
        public void For_ray_directions_with_zeros_the_result_is_still_true_for_valid_intersections()
        {
            var box = new AxisAlignedBoundingBox(new Point(0, 0, 0), new Point(2, 2, 2));
            var ray = new Ray(new Point(-1, 1, 1), Vector.UnitX);

            Assert.True(box.IntersectsRay(ray, 0, double.PositiveInfinity));

            box = new AxisAlignedBoundingBox(new Point(0, 0, 0), new Point(2, 2, 2));
            ray = new Ray(new Point(1, -1, 1), Vector.UnitY);

            Assert.True(box.IntersectsRay(ray, 0, double.PositiveInfinity));

            box = new AxisAlignedBoundingBox(new Point(0, 0, 0), new Point(2, 2, 2));
            ray = new Ray(new Point(1, 1, -1), Vector.UnitZ);

            Assert.True(box.IntersectsRay(ray, 0, double.PositiveInfinity));
        }
Esempio n. 8
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        /// <summary>
        /// TODO: This method is BUTT SLOW. For now it just loops over all of the triangles in the mesh and returns the closest intersection...
        /// </summary>
        public Intersection FindClosestIntersectionWith(Ray ray)
        {
            if (_boundingBox == null)
            {
                _boundingBox = GetBoundingBox();
            }

            if (!_boundingBox.IntersectsRay(ray, 0, double.PositiveInfinity))
            {
                return(null);
            }

            return(Triangles
                   .Select(triangle => triangle.FindClosestIntersectionWith(ray))
                   .WhereNotNull()
                   .OrderBy(intersection => intersection.Distance)
                   .FirstOrDefault());
        }