Esempio n. 1
0
        ///<summary>
        /// Tests a ray against the triangle mesh.
        ///</summary>
        ///<param name="ray">Ray to test against the mesh.</param>
        ///<param name="hitCount">Number of hits between the ray and the mesh.</param>
        ///<returns>Whether or not the ray hit the mesh.</returns>
        public bool RayCast(Ray ray, out int hitCount)
        {
            var  rayHits  = CommonResources.GetRayHitList();
            bool toReturn = RayCast(ray, rayHits);

            hitCount = rayHits.Count;
            CommonResources.GiveBack(rayHits);
            return(toReturn);
        }
Esempio n. 2
0
        ///<summary>
        /// Tests a ray against the triangle mesh.
        ///</summary>
        ///<param name="ray">Ray to test against the mesh.</param>
        /// <param name="maximumLength">Maximum length of the ray in units of the ray direction's length.</param>
        /// <param name="sidedness">Sidedness to apply to the mesh for the ray cast.</param>
        ///<param name="rayHit">Hit data for the ray, if any.</param>
        ///<returns>Whether or not the ray hit the mesh.</returns>
        public bool RayCast(Ray ray, float maximumLength, TriangleSidedness sidedness, out RayHit rayHit)
        {
            var  rayHits  = CommonResources.GetRayHitList();
            bool toReturn = RayCast(ray, maximumLength, sidedness, rayHits);

            if (toReturn)
            {
                rayHit = rayHits[0];
                for (int i = 1; i < rayHits.Count; i++)
                {
                    RayHit hit = rayHits[i];
                    if (hit.T < rayHit.T)
                    {
                        rayHit = hit;
                    }
                }
            }
            else
            {
                rayHit = new RayHit();
            }
            CommonResources.GiveBack(rayHits);
            return(toReturn);
        }
Esempio n. 3
0
        TriangleSidedness ComputeSolidSidednessHelper(Ray ray)
        {
            TriangleSidedness toReturn;
            var hitList = CommonResources.GetIntList();

            if (triangleMesh.Tree.GetOverlaps(ray, hitList))
            {
                Vector3 vA, vB, vC;
                var     hits = CommonResources.GetRayHitList();
                //Identify the first and last hits.
                int   minimum  = 0;
                int   maximum  = 0;
                float minimumT = float.MaxValue;
                float maximumT = -1;
                for (int i = 0; i < hitList.Count; i++)
                {
                    triangleMesh.Data.GetTriangle(hitList[i], out vA, out vB, out vC);
                    RayHit hit;
                    if (Toolbox.FindRayTriangleIntersection(ref ray, float.MaxValue, TriangleSidedness.DoubleSided, ref vA, ref vB, ref vC, out hit) &&
                        IsHitUnique(hits, ref hit))
                    {
                        if (hit.T < minimumT)
                        {
                            minimumT = hit.T;
                            minimum  = hitList[i];
                        }
                        if (hit.T > maximumT)
                        {
                            maximumT = hit.T;
                            maximum  = hitList[i];
                        }
                    }
                }

                if (hits.Count % 2 == 0)
                {
                    //Since we were outside, the first hit triangle should be calibrated
                    //such that it faces towards us.

                    triangleMesh.Data.GetTriangle(minimum, out vA, out vB, out vC);
                    var normal = Vector3.Cross(vA - vB, vA - vC);
                    if (Vector3.Dot(normal, ray.Direction) < 0)
                    {
                        toReturn = TriangleSidedness.Clockwise;
                    }
                    else
                    {
                        toReturn = TriangleSidedness.Counterclockwise;
                    }
                }
                else
                {
                    //Since we were inside, the last hit triangle should be calibrated
                    //such that it faces away from us.

                    triangleMesh.Data.GetTriangle(maximum, out vA, out vB, out vC);
                    var normal = Vector3.Cross(vA - vB, vA - vC);
                    if (Vector3.Dot(normal, ray.Direction) < 0)
                    {
                        toReturn = TriangleSidedness.Counterclockwise;
                    }
                    else
                    {
                        toReturn = TriangleSidedness.Clockwise;
                    }
                }

                CommonResources.GiveBack(hits);
            }
            else
            {
                toReturn = TriangleSidedness.DoubleSided; //This is a problem...
            }
            CommonResources.GiveBack(hitList);
            return(toReturn);
        }