Esempio n. 1
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        // ----------------------------------------------------------------------------
        // Returns the distance between a point and a line.  The line is defined in
        // terms of a point on the line ("lineOrigin") and a UNIT vector parallel to
        // the line ("lineUnitTangent")
        public static float DistanceFromLine(Vec3 point, Vec3 lineOrigin, Vec3 lineUnitTangent)
        {
            Vec3 offset = point - lineOrigin;
            Vec3 perp   = offset.PerpendicularComponent(lineUnitTangent);

            return(perp.Length());
        }
Esempio n. 2
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        // ----------------------------------------------------------------------------
        // used by limitMaxDeviationAngle / limitMinDeviationAngle below
        public static Vec3 LimitDeviationAngleUtility(bool insideOrOutside, Vec3 source, float cosineOfConeAngle, Vec3 basis)
        {
            // immediately return zero length input vectors
            float sourceLength = source.Length();

            if (sourceLength == 0)
            {
                return(source);
            }

            // measure the angular diviation of "source" from "basis"
            Vec3  direction           = source / sourceLength;
            float cosineOfSourceAngle = direction.Dot(basis);

            // Simply return "source" if it already meets the angle criteria.
            // (note: we hope this top "if" gets compiled out since the flag
            // is a constant when the function is inlined into its caller)
            if (insideOrOutside)
            {
                // source vector is already inside the cone, just return it
                if (cosineOfSourceAngle >= cosineOfConeAngle)
                {
                    return(source);
                }
            }
            else
            {
                // source vector is already outside the cone, just return it
                if (cosineOfSourceAngle <= cosineOfConeAngle)
                {
                    return(source);
                }
            }

            // find the portion of "source" that is perpendicular to "basis"
            Vec3 perp = source.PerpendicularComponent(basis);

            // normalize that perpendicular
            Vec3 unitPerp = perp.Normalize();

            // construct a new vector whose length equals the source vector,
            // and lies on the intersection of a plane (formed the source and
            // basis vectors) and a cone (whose axis is "basis" and whose
            // angle corresponds to cosineOfConeAngle)
            float perpDist = (float)Math.Sqrt(1 - (cosineOfConeAngle * cosineOfConeAngle));
            Vec3  c0       = basis * cosineOfConeAngle;
            Vec3  c1       = unitPerp * perpDist;

            return((c0 + c1) * sourceLength);
        }
Esempio n. 3
0
        // ----------------------------------------------------------------------------
        // used by limitMaxDeviationAngle / limitMinDeviationAngle below
        public static Vec3 LimitDeviationAngleUtility(bool insideOrOutside, Vec3 source, float cosineOfConeAngle, Vec3 basis)
        {
            // immediately return zero length input vectors
            float sourceLength = source.Length();
            if (sourceLength == 0) return source;

            // measure the angular diviation of "source" from "basis"
            Vec3 direction = source / sourceLength;
            float cosineOfSourceAngle = direction.Dot(basis);

            // Simply return "source" if it already meets the angle criteria.
            // (note: we hope this top "if" gets compiled out since the flag
            // is a constant when the function is inlined into its caller)
            if (insideOrOutside)
            {
                // source vector is already inside the cone, just return it
                if (cosineOfSourceAngle >= cosineOfConeAngle) return source;
            }
            else
            {
                // source vector is already outside the cone, just return it
                if (cosineOfSourceAngle <= cosineOfConeAngle) return source;
            }

            // find the portion of "source" that is perpendicular to "basis"
            Vec3 perp = source.PerpendicularComponent(basis);

            // normalize that perpendicular
            Vec3 unitPerp = perp.Normalize();

            // construct a new vector whose length equals the source vector,
            // and lies on the intersection of a plane (formed the source and
            // basis vectors) and a cone (whose axis is "basis" and whose
            // angle corresponds to cosineOfConeAngle)
            float perpDist = (float)Math.Sqrt(1 - (cosineOfConeAngle * cosineOfConeAngle));
            Vec3 c0 = basis * cosineOfConeAngle;
            Vec3 c1 = unitPerp * perpDist;
            return (c0 + c1) * sourceLength;
        }