Esempio n. 1
0
        public override bool HitTest(Ray3 ray, out double t)
        {
            ray = ray.Transform(InvPosition);

            double dx = ray.Direction.X;
            double dy = ray.Direction.Y;
            double dz = ray.Direction.Z;
            double x0 = ray.Position.X;
            double y0 = ray.Position.Y;
            double z0 = ray.Position.Z;

            double a = 1.0; //assume ray direction is normalized   dx * dx + dy * dy + dz * dz;
            double b = 2.0 * (x0 * dx + y0 * dy + z0 * dz);
            double c = x0 * x0 + y0 * y0 + z0 * z0 - rad * rad;

            bool found = false;

            t = double.MaxValue;
            foreach (var tt in RealPolynomial.SolveQuadric(a, b, c))
            {
                if (tt > 1e-4 && tt < t)
                {
                    t     = tt;
                    found = true;
                }
            }

            return(found);
        }
Esempio n. 2
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        public override bool HitTest(Ray3 ray, out double t)
        {
            ray = ray.Transform(InvPosition);

            double dx = ray.Direction.X;
            double dy = ray.Direction.Y;
            double dz = ray.Direction.Z;
            double x0 = ray.Position.X;
            double y0 = ray.Position.Y;
            double z0 = ray.Position.Z;

            double a = dx * dx * dx * dx + dy * dy * dy * dy + dz * dz * dz * dz;
            double b = 4.0 * dx * dx * dx * x0 + 4.0 * dy * dy * dy * y0 + 4.0 * dz * dz * dz;
            double c = 6.0 * dx * dx * x0 * x0 - 5.0 * dx * dx + 6.0 * dy * dy * y0 * y0 - 5.0 * dy * dy + 6.0 * dz * dz * z0 * z0 - 5.0 * dz * dz;
            double d = 4.0 * dx * x0 * x0 * x0 - 10.0 * dx * x0 + 4.0 * dy * y0 * y0 * y0 - 10.0 * dy * y0 + 4.0 * dz * z0 * z0 * z0;
            double e = x0 * x0 * x0 * x0 - 5.0 * x0 * x0 + y0 * y0 * y0 * y0 - 5.0 * y0 * y0 + z0 * z0 * z0 * z0 - 5.0 * z0 * z0 + 11.8;

            RealPolynomial poly = new RealPolynomial(a, b, c, d, e);
            //poly /= new RealPolynomial(100000);
            //poly.Normalize();

            double ev = poly.Eval(1.0);

            double[] cof = poly.FindRoots(MathUtil.Epsilon, false);
            //double[] cof=RealPolynomial.SolveQuartic(a, b, c, d, e);

            bool found = false;

            t = double.MaxValue;
            foreach (var tt in RealPolynomial.SolveQuadric(a, b, c))
            {
                if (tt > 1e-4 && tt < t)
                {
                    t     = tt;
                    found = true;
                }
            }

            return(found);
        }
Esempio n. 3
0
        public override bool HitTest(Ray3 ray, out double t)
        {
            ray = ray.Transform(InvPosition);

            double x0 = ray.Position.X;
            double y0 = ray.Position.Y;
            double z0 = ray.Position.Z;
            double dx = ray.Direction.X;
            double dy = ray.Direction.Y;
            double dz = ray.Direction.Z;


            double A  = x0 * x0 + y0 * y0 + z0 * z0;
            double B  = 2 * (x0 * dx + y0 * dy + z0 * dz);
            double R2 = R * R;
            double r2 = r * r;

            double t4 = A * A;
            double t3 = 2 * A * B;
            double t2 = 2 * A * R2 + B * B + 2 * A * A - 2 * r2 * A;
            double t1 = 2 * B * (R2 + A - r2);
            double t0 = (2 * A - 2 * r2) * R2 + A * A - 2 * r2 * A + r2 * r2;


            t2 -= 4 * R2 * (dx * dx + dy * dy);
            t1 -= 8 * R2 * (dx * x0 + dy * y0);
            t0 -= 4 * R2 * (x0 * x0 + y0 * y0);



            RealPolynomial rp = new RealPolynomial(t4, t3, 2, t1, t0);

            //rp.Normalize();
            double[] roots = rp.FindRoots();

            /*
             *
             * Vector3 p = ray.Position.ToVector();
             * Vector3 d = ray.Direction;
             *
             * double alpha = d.Dot(d);
             * double beta = 2.0 * p.Dot(d);
             * double gamma = p.Dot(p) - tubeRadius*tubeRadius - centralRadius*centralRadius;
             *
             * // quatric coefficients
             * double a4 = alpha*alpha;
             * double a3 = 2.0 * alpha * beta;
             * double a2 = beta*beta + (2.0 * alpha * gamma) + (4.0 * centralRadius*centralRadius * d.Z*d.Z);
             * double a1 = (2.0 * beta * gamma) + (8 * centralRadius*centralRadius * p.Z * d.Z);
             * double a0 = gamma*gamma + (4.0 * centralRadius*centralRadius * p.Z*p.Z) - (4.0 * centralRadius*centralRadius * tubeRadius*tubeRadius);
             *
             * // solve polynomial
             * double[] roots = RealPolynomial.SolveQuartic(a4, a3, a2, a1, a0);
             */
            bool found = false;

            t = double.MaxValue;
            foreach (var tt in roots)
            {
                if (tt > 1e-4 && tt < t)
                {
                    t     = tt;
                    found = true;
                }
            }

            return(found);
        }