Esempio n. 1
0
 // Equals
 public bool Equals(RigidTransform rhs)
 {
     return(rot.Equals(rhs.rot) && pos.Equals(rhs.pos));
 }
        /// <summary>
        ///     Function to render the intersection of a plane and a triangle
        /// </summary>
        /// <param name="height"></param>
        /// <param name="vertices"></param>
        /// <param name="crossSectionRenderer"></param>
        public void crossSectTri(Unity.Mathematics.float3 point, Unity.Mathematics.float3 normalDirection,
                                 Unity.Mathematics.float3[] vertices, UnityEngine.LineRenderer crossSectionRenderer)
        {
            //Vertices are organized in clockwise manner starting from top
            //top vertex
            Unity.Mathematics.float3 a = vertices[0];
            //bottom right
            Unity.Mathematics.float3 b = vertices[1];
            //bottom left
            Unity.Mathematics.float3 c = vertices[2];

            //intermediate calculations
            Unity.Mathematics.float3 ac_hat = (c - a) / UnityEngine.Vector3.Magnitude(c - a);
            Unity.Mathematics.float3 ab_hat = (b - a) / UnityEngine.Vector3.Magnitude(b - a);
            Unity.Mathematics.float3 bc_hat = (c - b) / UnityEngine.Vector3.Magnitude(c - b);

            //points of intersection on each line segment
            Unity.Mathematics.float3 ac_star = IMRE.Math.Operations.SegmentPlaneIntersection(a, c, point, normalDirection);
            Unity.Mathematics.float3 ab_star = IMRE.Math.Operations.SegmentPlaneIntersection(a, b, point, normalDirection);
            Unity.Mathematics.float3 bc_star = IMRE.Math.Operations.SegmentPlaneIntersection(b, c, point, normalDirection);

            //boolean values for if intersection hits only a vertex of the triangle
            bool ac_star_isEndpoint;

            ac_star_isEndpoint = ac_star.Equals(a) || ac_star.Equals(c);
            bool ab_star_isEndpoint;

            ab_star_isEndpoint = ab_star.Equals(a) || ab_star.Equals(b);
            bool bc_star_isEndpoint;

            bc_star_isEndpoint = bc_star.Equals(c) || bc_star.Equals(c);

            //booleans for if intersection hits somewhere on the segments
            bool ac_star_onSegment = !ac_star.Equals(new float3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity));
            bool ab_star_onSegment = !ab_star.Equals(new float3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity));
            bool bc_star_onSegment = !bc_star.Equals(new float3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity));

            //track how many vertices the intersection hits
            int endpointCount = 0;

            if (ac_star_isEndpoint)
            {
                endpointCount++;
            }
            if (ab_star_isEndpoint)
            {
                endpointCount++;
            }
            if (bc_star_isEndpoint)
            {
                endpointCount++;
            }

            //If plane does not hit triangle
            if (!(ab_star_onSegment || ac_star_onSegment || bc_star_onSegment))
            {
                crossSectionRenderer.enabled = false;
                UnityEngine.Debug.Log("Line does not intersect with any of triangle sides.");
            }

            //intersection is a segment (edge) of the triangle
            //the concept for choosing the right points of the cross section is the same for each of these subcases
            //two unique endpoint values
            else if (endpointCount >= 2 &&
                     (!ab_star.Equals(ac_star) || !ab_star.Equals(bc_star) || !ac_star.Equals(bc_star)))
            {
                crossSectionRenderer.enabled = true;
                //if there are two unique values, pick two.
                //drop the result for the edge which is within the plane

                //tolerance accounts for rounding errors
                float tolerance = .00001f;
                if (Unity.Mathematics.math.dot(ab_hat, normalDirection) < tolerance)
                {
                    crossSectionRenderer.SetPosition(0, a);
                    crossSectionRenderer.SetPosition(1, b);
                }
                else if (Unity.Mathematics.math.dot(ac_hat, normalDirection) < tolerance)
                {
                    crossSectionRenderer.SetPosition(0, a);
                    crossSectionRenderer.SetPosition(1, c);
                }
                else if (Unity.Mathematics.math.dot(bc_hat, normalDirection) < tolerance)
                {
                    crossSectionRenderer.SetPosition(0, b);
                    crossSectionRenderer.SetPosition(1, c);
                }
                else
                {
                    Debug.LogWarning("Error in calculation of line plane intersection");
                    crossSectionRenderer.enabled = false;
                }
            }

            //intersection hits one vertex on triangle and one of the segments
            else if (endpointCount == 2 && ab_star.Equals(ac_star) || ab_star.Equals(bc_star) ||
                     ac_star.Equals(bc_star))
            {
                crossSectionRenderer.enabled = true;

                //if point of intersection hits a, it must hit bc_star; same logic applies to remaining subcases
                if (ab_star.Equals(ac_star))
                {
                    crossSectionRenderer.SetPosition(0, a);
                    crossSectionRenderer.SetPosition(1, bc_star);
                }
                else if (ab_star.Equals(bc_star))
                {
                    crossSectionRenderer.SetPosition(0, b);
                    crossSectionRenderer.SetPosition(1, ac_star);
                }
                else if (ac_star.Equals(bc_star))
                {
                    crossSectionRenderer.SetPosition(0, c);
                    crossSectionRenderer.SetPosition(1, ab_star);
                }
                else
                {
                    Debug.LogWarning("Error in calculation of line plane intersection");
                    crossSectionRenderer.enabled = false;
                }
            }
            //intersection hits somewhere on two different segments of triangle; last remaining case
            else
            {
                crossSectionRenderer.enabled = true;

                //find out which two segments are intersected and use their calculated intersections
                if (ac_star_onSegment && ab_star_onSegment)
                {
                    crossSectionRenderer.SetPosition(0, ac_star);
                    crossSectionRenderer.SetPosition(1, ab_star);
                }
                else if (ac_star_onSegment && bc_star_onSegment)
                {
                    crossSectionRenderer.SetPosition(0, ac_star);
                    crossSectionRenderer.SetPosition(1, bc_star);
                }
                else if (ab_star_onSegment && bc_star_onSegment)
                {
                    crossSectionRenderer.SetPosition(0, ab_star);
                    crossSectionRenderer.SetPosition(1, bc_star);
                }
                else
                {
                    Debug.LogWarning("Error in calculation of line plane intersection");
                    crossSectionRenderer.enabled = false;
                }
            }
        }
Esempio n. 3
0
 public bool Equals(float3x2 rhs)
 {
     return(c0.Equals(rhs.c0) && c1.Equals(rhs.c1));
 }
 public bool Equals(float3x3 rhs)
 {
     return(c0.Equals(rhs.c0) && c1.Equals(rhs.c1) && c2.Equals(rhs.c2));
 }
 public bool Equals(RigidTransform x)
 {
     return(rot.Equals(x.rot) && pos.Equals(x.pos));
 }
 public bool Equals(MinMaxAABB other)
 {
     return(Min.Equals(Min) && Max.Equals(other.Max));
 }
 public bool Equals(AffineTransform rhs)
 {
     return(rs.Equals(rhs.rs) && t.Equals(rhs.t));
 }
Esempio n. 8
0
        /// <summary>
        /// Function to render the intersection of a plane and a square
        /// </summary>
        /// <param name="height"></param>
        /// <param name="vertices"></param>
        /// <param name="crossSectionRenderer"></param>
        public void crossSectSquare(Unity.Mathematics.float3 point, Unity.Mathematics.float3 normalDirection,
                                    float3[] vertices,
                                    UnityEngine.LineRenderer crossSectionRenderer)
        {
            //Vertices are organized in clockwise manner starting from top left
            //top left
            Unity.Mathematics.float3 a = vertices[0];
            //top right
            Unity.Mathematics.float3 b = vertices[1];
            //bottom right
            Unity.Mathematics.float3 c = vertices[2];
            //bottom left
            Unity.Mathematics.float3 d = vertices[3];

            //intermediate calculations
            Unity.Mathematics.float3 ab_hat = (b - a) / UnityEngine.Vector3.Magnitude(b - a);
            Unity.Mathematics.float3 bc_hat = (c - b) / UnityEngine.Vector3.Magnitude(c - b);
            Unity.Mathematics.float3 cd_hat = (d - c) / UnityEngine.Vector3.Magnitude(d - c);
            Unity.Mathematics.float3 da_hat = (a - d) / UnityEngine.Vector3.Magnitude(a - d);

            //calculations for point of intersection on different segments
            Unity.Mathematics.float3 ab_star = IMRE.Math.Operations.SegmentPlaneIntersection(a, b, point, normalDirection);
            Unity.Mathematics.float3 bc_star = IMRE.Math.Operations.SegmentPlaneIntersection(b, c, point, normalDirection);
            Unity.Mathematics.float3 cd_star = IMRE.Math.Operations.SegmentPlaneIntersection(c, d, point, normalDirection);
            Unity.Mathematics.float3 da_star = IMRE.Math.Operations.SegmentPlaneIntersection(d, a, point, normalDirection);

            //booleans for if the intersection hits a vertex
            bool ab_star_isEndpoint = ab_star.Equals(a) || ab_star.Equals(b);
            bool bc_star_isEndpoint = bc_star.Equals(b) || bc_star.Equals(c);
            bool cd_star_isEndpoint = cd_star.Equals(c) || cd_star.Equals(d);
            bool da_star_isEndpoint = da_star.Equals(d) || da_star.Equals(a);

            //booleans for if the intersection hits somewhere on the segments besides the vertices
            bool ab_star_onSegment =
                !ab_star.Equals(new float3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity));
            bool bc_star_onSegment =
                !bc_star.Equals(new float3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity));
            bool cd_star_onSegment =
                !cd_star.Equals(new float3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity));
            bool da_star_onSegment =
                !da_star.Equals(new float3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity));

            Debug.Log(ab_star);
            Debug.Log(bc_star);
            Debug.Log(cd_star);
            Debug.Log(da_star);

            //track how many vertices are hit in the intersection
            int endpointCount = 0;

            if (ab_star_isEndpoint)
            {
                endpointCount++;
            }
            if (bc_star_isEndpoint)
            {
                endpointCount++;
            }
            if (cd_star_isEndpoint)
            {
                endpointCount++;
            }
            if (da_star_isEndpoint)
            {
                endpointCount++;
            }

            //intersection does not hit triangle
            if (!(ab_star_onSegment || bc_star_onSegment || cd_star_onSegment || da_star_onSegment))
            {
                crossSectionRenderer.enabled = false;
                UnityEngine.Debug.Log("Line does not intersect with any of triangle sides.");
            }
            //intersection is an edge of the square
            else if (endpointCount >= 2 &&
                     (!ab_star.Equals(bc_star) || !ab_star.Equals(da_star) || !bc_star.Equals(cd_star) ||
                      !cd_star.Equals(da_star)))
            {
                crossSectionRenderer.enabled = true;

                //Case where edge is the intersection

                //drop the two trivial cases, keep the two non-trivial cases.
                UnityEngine.Vector3 result0 = ab_star;
                UnityEngine.Vector3 result1 = cd_star;
                if (result0.Equals(point) || result1.Equals(point))
                {
                    //I know that the trivial cases are on opposite sides, because this is the case where the edge is the intersection.
                    //there are only two pairs of opposite sides.  if it's not one, it's the other.
                    result0 = bc_star;
                    result1 = da_star;

                    crossSectionRenderer.SetPosition(0, result0);
                    crossSectionRenderer.SetPosition(1, result1);
                }
                else
                {
                    Debug.LogWarning("Error in calculation of line plane intersection");
                    crossSectionRenderer.enabled = false;
                }
            }
            //intersection hits one vertice and somewhere on a segment
            else if (endpointCount == 2 &&
                     (ab_star.Equals(bc_star) || bc_star.Equals(cd_star) || cd_star.Equals(da_star)))
            {
                //find which vertex is in the intersection, and from there find which of the two possible segments are the other point of intersection
                //the same logic carries through all of these subcases
                if (ab_star.Equals(bc_star))
                {
                    if (cd_star_onSegment)
                    {
                        crossSectionRenderer.SetPosition(0, b);
                        crossSectionRenderer.SetPosition(1, cd_star);
                    }
                    else
                    {
                        crossSectionRenderer.SetPosition(0, b);
                        crossSectionRenderer.SetPosition(1, da_star);
                    }
                }
                else if (bc_star.Equals(cd_star))
                {
                    if (ab_star_onSegment)
                    {
                        crossSectionRenderer.SetPosition(0, c);
                        crossSectionRenderer.SetPosition(1, ab_star);
                    }
                    else
                    {
                        crossSectionRenderer.SetPosition(0, c);
                        crossSectionRenderer.SetPosition(1, da_star);
                    }
                }
                else if (cd_star.Equals(da_star))
                {
                    if (ab_star_onSegment)
                    {
                        crossSectionRenderer.SetPosition(0, d);
                        crossSectionRenderer.SetPosition(1, ab_star);
                    }
                    else
                    {
                        crossSectionRenderer.SetPosition(0, c);
                        crossSectionRenderer.SetPosition(1, bc_star);
                    }
                }
                else if (da_star.Equals(ab_star))
                {
                    if (cd_star_onSegment)
                    {
                        crossSectionRenderer.SetPosition(0, a);
                        crossSectionRenderer.SetPosition(1, cd_star);
                    }

                    if (bc_star_onSegment)
                    {
                        crossSectionRenderer.SetPosition(0, a);
                        crossSectionRenderer.SetPosition(1, bc_star);
                    }
                }
                else
                {
                    Debug.LogWarning("Error in calculation of line plane intersection");
                    crossSectionRenderer.enabled = false;
                }
            }
            //intersection hits two segments of the square
            else
            {
                crossSectionRenderer.enabled = true;
                //use booleans to determine which two segments are in the intersection
                if (ab_star_onSegment && bc_star_onSegment)
                {
                    crossSectionRenderer.SetPosition(0, ab_star);
                    crossSectionRenderer.SetPosition(1, bc_star);
                }
                else if (ab_star_onSegment && cd_star_onSegment)
                {
                    crossSectionRenderer.SetPosition(0, ab_star);
                    crossSectionRenderer.SetPosition(1, cd_star);
                }
                else if (ab_star_onSegment && da_star_onSegment)
                {
                    crossSectionRenderer.SetPosition(0, ab_star);
                    crossSectionRenderer.SetPosition(1, da_star);
                }
                else if (bc_star_onSegment && da_star_onSegment)
                {
                    crossSectionRenderer.SetPosition(0, bc_star);
                    crossSectionRenderer.SetPosition(1, da_star);
                }
                else if (bc_star_onSegment && cd_star_onSegment)
                {
                    crossSectionRenderer.SetPosition(0, bc_star);
                    crossSectionRenderer.SetPosition(1, cd_star);
                }
                else if (cd_star_onSegment && da_star_onSegment)
                {
                    crossSectionRenderer.SetPosition(0, cd_star);
                    crossSectionRenderer.SetPosition(1, da_star);
                }
                else
                {
                    Debug.LogWarning("Error in calculation of line plane intersection");
                    crossSectionRenderer.enabled = false;
                }
            }
        }