コード例 #1
0
ファイル: MeshViewerWidget.cs プロジェクト: asmboom/PixelFarm
        private bool FindInteractionVolumeHit(Ray ray, out int interactionVolumeHitIndex, out IntersectInfo info)
        {
            interactionVolumeHitIndex = -1;
            if (interactionVolumes.Count == 0 || interactionVolumes[0].CollisionVolume == null)
            {
                info = null;
                return(false);
            }

            List <IRayTraceable> mesheTraceables = new List <IRayTraceable>();

            foreach (InteractionVolume interactionVolume in interactionVolumes)
            {
                IRayTraceable traceData = interactionVolume.CollisionVolume;
                mesheTraceables.Add(new Transform(traceData, interactionVolume.TotalTransform));
            }
            IRayTraceable allObjects = BoundingVolumeHierarchy.CreateNewHierachy(mesheTraceables);

            info = allObjects.GetClosestIntersection(ray);
            if (info != null)
            {
                for (int i = 0; i < interactionVolumes.Count; i++)
                {
                    List <IRayTraceable> insideBounds = new List <IRayTraceable>();
                    interactionVolumes[i].CollisionVolume.GetContained(insideBounds, info.closestHitObject.GetAxisAlignedBoundingBox());
                    if (insideBounds.Contains(info.closestHitObject))
                    {
                        interactionVolumeHitIndex = i;
                        return(true);
                    }
                }
            }

            return(false);
        }
コード例 #2
0
        public IntersectInfo GetClosestIntersection(Ray ray)
        {
            Ray           localRay           = GetLocalSpaceRay(ray);
            IntersectInfo localIntersection  = child.GetClosestIntersection(localRay);
            IntersectInfo globalIntersection = GetGlobalSpaceInfo(localIntersection);

            return(globalIntersection);
        }
コード例 #3
0
        public IntersectInfo GetClosestIntersection(Ray ray)
        {
            if (ray.Intersection(Aabb))
            {
                IRayTraceable checkFirst  = nodeA;
                IRayTraceable checkSecond = nodeB;
                if (ray.directionNormal[splitingPlane] < 0)
                {
                    checkFirst  = nodeB;
                    checkSecond = nodeA;
                }

                IntersectInfo infoFirst = checkFirst.GetClosestIntersection(ray);
                if (infoFirst != null && infoFirst.hitType != IntersectionType.None)
                {
                    if (ray.isShadowRay)
                    {
                        return(infoFirst);
                    }
                    else
                    {
                        ray.maxDistanceToConsider = infoFirst.distanceToHit;
                    }
                }
                if (checkSecond != null)
                {
                    IntersectInfo infoSecond = checkSecond.GetClosestIntersection(ray);
                    if (infoSecond != null && infoSecond.hitType != IntersectionType.None)
                    {
                        if (ray.isShadowRay)
                        {
                            return(infoSecond);
                        }
                        else
                        {
                            ray.maxDistanceToConsider = infoSecond.distanceToHit;
                        }
                    }
                    if (infoFirst != null && infoFirst.hitType != IntersectionType.None && infoFirst.distanceToHit >= 0)
                    {
                        if (infoSecond != null && infoSecond.hitType != IntersectionType.None && infoSecond.distanceToHit < infoFirst.distanceToHit && infoSecond.distanceToHit >= 0)
                        {
                            return(infoSecond);
                        }
                        else
                        {
                            return(infoFirst);
                        }
                    }

                    return(infoSecond); // we don't have to test it because it didn't hit.
                }
                return(infoFirst);
            }

            return(null);
        }
コード例 #4
0
ファイル: RayTracerTest.cs プロジェクト: jeske/agg-sharp
 long CalculateIntersectCostsForItem(IRayTraceable item, int numInterations)
 {
     Stopwatch timer = new Stopwatch();
     timer.Start();
     for (int i = 0; i < numInterations; i++)
     {
         item.GetClosestIntersection(GetRandomIntersectingRay());
     }
     return timer.ElapsedMilliseconds;
 }
コード例 #5
0
        long CalculateIntersectCostsForItem(IRayTraceable item, int numInterations)
        {
            Stopwatch timer = new Stopwatch();

            timer.Start();
            for (int i = 0; i < numInterations; i++)
            {
                item.GetClosestIntersection(GetRandomIntersectingRay());
            }
            return(timer.ElapsedMilliseconds);
        }
コード例 #6
0
ファイル: Difference.cs プロジェクト: asmboom/PixelFarm
        private IntersectInfo FindNextIntersections(IRayTraceable element, Ray ray, IntersectInfo info, IntersectionType intersectionType)
        {
            // get all the intersection for the object
            Ray currentRayCheckBackfaces = new Ray(ray);

            currentRayCheckBackfaces.intersectionType      = intersectionType;
            currentRayCheckBackfaces.minDistanceToConsider = ((info.hitPosition + ray.directionNormal * Ray.sameSurfaceOffset) - ray.origin).Length;
            currentRayCheckBackfaces.maxDistanceToConsider = double.PositiveInfinity;

            return(element.GetClosestIntersection(currentRayCheckBackfaces));
        }
コード例 #7
0
        private bool FindMeshGroupHitPosition(Vector2 screenPosition, out int meshHitIndex)
        {
            meshHitIndex = 0;
            if (MeshGroupExtraData.Count == 0 || MeshGroupExtraData[0].meshTraceableData == null)
            {
                return(false);
            }

            List <IRayTraceable> mesheTraceables = new List <IRayTraceable>();

            for (int i = 0; i < MeshGroupExtraData.Count; i++)
            {
                foreach (IRayTraceable traceData in MeshGroupExtraData[i].meshTraceableData)
                {
                    mesheTraceables.Add(new Transform(traceData, MeshGroupTransforms[i].TotalTransform));
                }
            }
            IRayTraceable allObjects = BoundingVolumeHierarchy.CreateNewHierachy(mesheTraceables);

            Vector2       meshViewerWidgetScreenPosition = meshViewerWidget.TransformFromParentSpace(this, screenPosition);
            Ray           ray  = meshViewerWidget.TrackballTumbleWidget.GetRayFromScreen(meshViewerWidgetScreenPosition);
            IntersectInfo info = allObjects.GetClosestIntersection(ray);

            if (info != null)
            {
                meshSelectInfo.planeDownHitPos = info.hitPosition;
                meshSelectInfo.lastMoveDelta   = new Vector3();

                for (int i = 0; i < MeshGroupExtraData.Count; i++)
                {
                    List <IRayTraceable> insideBounds = new List <IRayTraceable>();
                    foreach (IRayTraceable traceData in MeshGroupExtraData[i].meshTraceableData)
                    {
                        traceData.GetContained(insideBounds, info.closestHitObject.GetAxisAlignedBoundingBox());
                    }
                    if (insideBounds.Contains(info.closestHitObject))
                    {
                        meshHitIndex = i;
                        return(true);
                    }
                }
            }

            return(false);
        }
コード例 #8
0
ファイル: Difference.cs プロジェクト: jeske/agg-sharp
        private IntersectInfo FindNextIntersections(IRayTraceable element, Ray ray, IntersectInfo info, IntersectionType intersectionType)
        {
            // get all the intersection for the object
            Ray currentRayCheckBackfaces = new Ray(ray);
            currentRayCheckBackfaces.intersectionType = intersectionType;
            currentRayCheckBackfaces.minDistanceToConsider = ((info.hitPosition + ray.direction * Ray.sameSurfaceOffset) - ray.origin).Length;
            currentRayCheckBackfaces.maxDistanceToConsider = double.PositiveInfinity;

            return element.GetClosestIntersection(currentRayCheckBackfaces);
        }