コード例 #1
0
ファイル: MoldCastMap.cs プロジェクト: the-og-gear/anatomy3d
 /// <summary>
 ///     Construct a new MoldCastMap from a curve.
 /// </summary>
 /// <param name="raycastCurve">
 ///     The curve from which the rays are cast. A ray is cast out of each point on the curve. This could for
 ///     example be the center curve of a Capsule, in which case the CurveMoldCastMap returns a height map that
 ///     ensures that the Capsule is shaped like the moldSurface.
 /// </param>
 /// <param name="moldSurface">
 ///     The surface that defines the mold that shapes the height map that is returned by the MoldCastMap. Rays
 ///     that are cast are checked whether they intersect this surface.
 /// </param>
 /// <param name="defaultRadius">
 ///     The height map that is returned when a ray does not intersect the moldSurface. This happens when the ray
 ///     has missed the mold surface and shoots off to infinity. When that happens, return the length of
 ///     defaultRadius instead, so that the heightmap is still defined.
 /// </param>
 /// <param name="direction">
 ///     The direction along the normal of the raycastSurface from which to cast each ray. This could either be
 ///     outwards from the surface, or in the opposite direction.
 /// </param>
 /// <param name="maxDistance">
 ///     The maximum ray length before a ray is considered to be out of bounds.
 /// </param>
 public MoldCastMap(Curve raycastCurve,
                    IRaytraceableSurface moldSurface,
                    ContinuousMap <Vector2, float> defaultRadius,
                    RayCastDirection direction = RayCastDirection.Outwards,
                    float maxDistance          = Single.PositiveInfinity)
     : this(new Capsule(raycastCurve, 0.0f), moldSurface, defaultRadius, direction, maxDistance)
 {
 }
コード例 #2
0
ファイル: MoldCastMap.cs プロジェクト: Lathreas/anatomy3d
 /// <summary>
 ///     Construct a new MoldCastMap from a curve.
 /// </summary>
 /// <param name="raycastCurve">
 ///     The curve from which the rays are cast. A ray is cast out of each point on the curve. This could for
 ///     example be the center curve of a Capsule, in which case the CurveMoldCastMap returns a height map that
 ///     ensures that the Capsule is shaped like the moldSurface.
 /// </param>
 /// <param name="moldSurface">
 ///     The surface that defines the mold that shapes the height map that is returned by the MoldCastMap. Rays
 ///     that are cast are checked whether they intersect this surface.
 /// </param>
 /// <param name="defaultRadius">
 ///     The height map that is returned when a ray does not intersect the moldSurface. This happens when the ray
 ///     has missed the mold surface and shoots off to infinity. When that happens, return the length of
 ///     defaultRadius instead, so that the heightmap is still defined.
 /// </param>
 /// <param name="direction">
 ///     The direction along the normal of the raycastSurface from which to cast each ray. This could either be
 ///     outwards from the surface, or in the opposite direction.
 /// </param>
 /// <param name="maxDistance">
 ///     The maximum ray length before a ray is considered to be out of bounds.
 /// </param>
 public MoldCastMap(Curve raycastCurve,
                    IRaytraceableSurface moldSurface,
                    ContinuousMap <dvec2, double> defaultRadius,
                    RayCastDirection direction = RayCastDirection.Outwards,
                    double maxDistance         = Double.PositiveInfinity)
     : this(new Capsule(raycastCurve, 0.0), moldSurface, defaultRadius, direction, maxDistance)
 {
 }
コード例 #3
0
ファイル: MoldCastMap.cs プロジェクト: the-og-gear/anatomy3d
 /// <summary>
 ///     Construct a new MoldCastMap.
 /// </summary>
 /// <param name="raycastSurface">
 ///     The surface from which the rays are cast. A ray is cast out of each point on the surface in the
 ///     direction of the surface's normal.
 /// </param>
 /// <param name="moldSurface">
 ///     The surface that defines the mold that shapes the height map that is returned by the MoldCastMap. Rays
 ///     that are cast are checked whether they intersect this surface.
 /// </param>
 /// <param name="defaultRadius">
 ///     The height map that is returned when a ray does not intersect the moldSurface. This happens when the ray
 ///     has missed the mold surface and shoots off to infinity. When that happens, return the length of
 ///     defaultRadius instead, so that the heightmap is still defined.
 /// </param>
 /// <param name="direction">
 ///     The direction along the normal of the raycastSurface from which to cast each ray. This could either be
 ///     outwards from the surface, or in the opposite direction.
 /// </param>
 /// <param name="maxDistance">
 ///     The maximum ray length before a ray is considered to be out of bounds.
 /// </param>
 public MoldCastMap(Surface raycastSurface,
                    IRaytraceableSurface moldSurface,
                    ContinuousMap <Vector2, float> defaultRadius,
                    RayCastDirection direction = RayCastDirection.Outwards,
                    float maxDistance          = Single.PositiveInfinity)
 {
     this.raycastSurface = raycastSurface;
     this.moldSurface    = moldSurface;
     this.defaultRadius  = defaultRadius;
     this.direction      = direction;
     this.maxDistance    = maxDistance;
 }
コード例 #4
0
ファイル: MoldCastMap.cs プロジェクト: AdamNorberg/anatomy3d
 /// <summary>
 ///     Construct a new MoldCastMap.
 /// </summary>
 /// <param name="raycastSurface">
 ///     The surface from which the rays are cast. A ray is cast out of each point on the surface in the
 ///     direction of the surface's normal.
 /// </param>
 /// <param name="moldSurface">
 ///     The surface that defines the mold that shapes the height map that is returned by the MoldCastMap. Rays
 ///     that are cast are checked whether they intersect this surface.
 /// </param>
 /// <param name="defaultRadius">
 ///     The height map that is returned when a ray does not intersect the moldSurface. This happens when the ray
 ///     has missed the mold surface and shoots off to infinity. When that happens, return the length of
 ///     defaultRadius instead, so that the heightmap is still defined.
 /// </param>
 /// <param name="direction">
 ///     The direction along the normal of the raycastSurface from which to cast each ray. This could either be
 ///     outwards from the surface, or in the opposite direction.
 /// </param>
 /// <param name="maxDistance">
 ///     The maximum ray length before a ray is considered to be out of bounds.
 /// </param>
 public MoldCastMap(Surface raycastSurface,
                    IRaytraceableSurface moldSurface,
                    ContinuousMap <dvec2, double> defaultRadius,
                    RayCastDirection direction = RayCastDirection.Outwards,
                    double maxDistance         = Double.PositiveInfinity)
 {
     this._raycastSurface = raycastSurface;
     this._moldSurface    = moldSurface;
     this._defaultRadius  = defaultRadius;
     this._direction      = direction;
     this._maxDistance    = maxDistance;
 }