Esempio n. 1
0
        void find_min_distance(ref Ray3d ray, ref double min_dist, ref int min_dist_seg, ref double min_dist_segt, ref double min_dist_rayt, int bi, int iLayerStart, int iLayer)
        {
            // hit polygon layer, check segments
            if (iLayer == 0)
            {
                int       seg_i = 2 * bi;
                Segment3d seg_a = Curve.GetSegment(seg_i);
                double    segt, rayt;
                double    segdist_sqr = DistRay3Segment3.SquaredDistance(ref ray, ref seg_a, out rayt, out segt);
                double    segdist     = Math.Sqrt(segdist_sqr);
                if (segdist <= min_dist)
                {
                    min_dist      = segdist;
                    min_dist_seg  = seg_i;
                    min_dist_segt = segt;
                    min_dist_rayt = rayt;
                }
                if ((seg_i + 1) < Curve.SegmentCount)
                {
                    Segment3d seg_b = Curve.GetSegment(seg_i + 1);
                    segdist_sqr = DistRay3Segment3.SquaredDistance(ref ray, ref seg_b, out rayt, out segt);
                    segdist     = Math.Sqrt(segdist_sqr);
                    if (segdist <= min_dist)
                    {
                        min_dist      = segdist;
                        min_dist_seg  = seg_i + 1;
                        min_dist_segt = segt;
                        min_dist_rayt = rayt;
                    }
                }

                return;
            }

            // test both boxes and recurse
            // TODO: verify that this intersection strategy makes sense?
            int  prev_layer = iLayer - 1;
            int  prev_count = layer_counts[prev_layer];
            int  prev_start = iLayerStart - prev_count;
            int  prev_a     = prev_start + 2 * bi;
            bool intersects = IntrRay3Box3.Intersects(ref ray, ref boxes[prev_a], min_dist);

            if (intersects)
            {
                find_min_distance(ref ray, ref min_dist, ref min_dist_seg, ref min_dist_segt, ref min_dist_rayt, 2 * bi, prev_start, prev_layer);
            }
            if ((2 * bi + 1) >= prev_count)
            {
                return;
            }

            int  prev_b      = prev_a + 1;
            bool intersects2 = IntrRay3Box3.Intersects(ref ray, ref boxes[prev_b], min_dist);

            if (intersects2)
            {
                find_min_distance(ref ray, ref min_dist, ref min_dist_seg, ref min_dist_segt, ref min_dist_rayt, 2 * bi + 1, prev_start, prev_layer);
            }
        }
Esempio n. 2
0
        void find_closest_ray_intersction(ref Ray3d ray, double radius, ref int nearestSegment, ref double nearest_ray_t, int bi, int iLayerStart, int iLayer)
        {
            // hit polygon layer, check segments
            if (iLayer == 0)
            {
                int       seg_i = 2 * bi;
                Segment3d seg_a = Curve.GetSegment(seg_i);
                double    segt, rayt;
                double    segdist_sqr = DistRay3Segment3.SquaredDistance(ref ray, ref seg_a, out rayt, out segt);
                if (segdist_sqr <= radius * radius && rayt < nearest_ray_t)
                {
                    nearestSegment = seg_i;
                    nearest_ray_t  = rayt;
                }
                if ((seg_i + 1) < Curve.SegmentCount)
                {
                    Segment3d seg_b = Curve.GetSegment(seg_i + 1);
                    segdist_sqr = DistRay3Segment3.SquaredDistance(ref ray, ref seg_b, out rayt, out segt);
                    if (segdist_sqr <= radius * radius && rayt < nearest_ray_t)
                    {
                        nearestSegment = seg_i + 1;
                        nearest_ray_t  = rayt;
                    }
                }

                return;
            }

            // test both boxes and recurse
            // TODO: verify that this intersection strategy makes sense?
            int  prev_layer = iLayer - 1;
            int  prev_count = layer_counts[prev_layer];
            int  prev_start = iLayerStart - prev_count;
            int  prev_a     = prev_start + 2 * bi;
            bool intersects = IntrRay3Box3.Intersects(ref ray, ref boxes[prev_a], radius);

            if (intersects)
            {
                find_closest_ray_intersction(ref ray, radius, ref nearestSegment, ref nearest_ray_t, 2 * bi, prev_start, prev_layer);
            }
            if ((2 * bi + 1) >= prev_count)
            {
                return;
            }

            int  prev_b      = prev_a + 1;
            bool intersects2 = IntrRay3Box3.Intersects(ref ray, ref boxes[prev_b], radius);

            if (intersects2)
            {
                find_closest_ray_intersction(ref ray, radius, ref nearestSegment, ref nearest_ray_t, 2 * bi + 1, prev_start, prev_layer);
            }
        }