コード例 #1
0
        public static bool IsPlaneIntersectingCone(Vect3 planeNormal, Vect3 planePoint, Vect3 conePosition,
                                                   Vect3 coneAxis, double coneAxisLength, double coneCosPhi)
        {
            double len;

            //try "bending" axis towards plane normal
            Vect3 q  = conePosition + coneAxis * coneAxisLength;
            Vect3 qx = planeNormal.ProjectOn(coneAxis);
            Vect3 p  = qx - planeNormal;

            if (System.Math.Abs(p.QuadLength() - 0) < Constants.EPS)
            {
                // axis equals plane normal
                p   = coneAxis;
                len = coneAxisLength;
            }
            else
            {
//bend axis towards plane normal as far as sinPhi allows
                p   = p.Normalize();
                q   = q + (p * coneAxisLength * System.Math.Sin(System.Math.Acos(coneCosPhi)));
                q  -= conePosition;
                len = q.Length();
                p   = q / len;
            }

            double d = RayPlane.GetHitPointRayPlaneDistance(conePosition, p, planePoint, planeNormal);

            return(d < len);
        }
コード例 #2
0
ファイル: Vect3Extensions.cs プロジェクト: FrankyBoy/JRayX
        /**
         * Reflects the incoming vector on the axis (must be normed).
         *
         * @param incoming incoming vector
         * @param normal normal of the reflectio area
         * @param outgoing result of the computation
         */

        public static Vect3 ReflectOn(this Vect3 incoming, Vect3 normal)
        {
            Vect3 result = incoming.ProjectOn(normal);

            result = result * -2;
            return(incoming + result);
        }
コード例 #3
0
        public static bool IsAreaIntersectingCone(Vect3 planeNormal, Vect3 planePoint, double areaWidthHalf,
                                                  Vect3 conePosition, Vect3 coneAxis, double coneAxisLength,
                                                  double coneCosPhi)
        {
            double len;

            //try "bending" axis towards plane normal
            Vect3 q  = conePosition + coneAxis * coneAxisLength;
            Vect3 qx = planeNormal.ProjectOn(coneAxis);
            Vect3 p  = qx - planeNormal;

            if (System.Math.Abs(p.QuadLength() - 0) < Constants.EPS)
            {
// axis equals plane normal
                p   = coneAxis;
                len = coneAxisLength;
            }
            else
            {
//bend axis towards plane normal as far as sinPhi allows
                p   = p.Normalize();
                q   = q + (p * coneAxisLength * System.Math.Sin(System.Math.Acos(coneCosPhi)));
                q  -= conePosition;
                len = q.Length();
                p   = q / len;
            }

            double d = RayPlane.GetHitPointRayPlaneDistance(conePosition, p, planePoint, planeNormal);

            if (d < len)
            {
                //check if Hitpoint is in the +/-width/2 - area of the plane
                p = conePosition + p * d;
                return
                    (System.Math.Abs(p.X - planePoint.X) < areaWidthHalf * 2 &&
                     System.Math.Abs(p.Y - planePoint.Y) < areaWidthHalf * 2 &&
                     System.Math.Abs(p.Z - planePoint.Z) < areaWidthHalf * 2);
            }

            return(false);
        }
コード例 #4
0
ファイル: Vect3Extensions.cs プロジェクト: FrankyBoy/JRayX
        public static double InterpolateTriangleEdge(Vect3 v1, Vect3 v2, Vect3 v3, Vect3 point)
        {
            Vect3 v23N = v3 - v2;

            v23N = v23N.Normalize();

            Vect3 v21 = v1 - v2;

// ReSharper disable InconsistentNaming
            Vect3 v1o = v21.ProjectOn(v23N); //punkt gegenüber der ecke v1 (o ... opposite)

// ReSharper restore InconsistentNaming

            v1o -= v21;

            double h1 = v1o.Length(); //höhe auf v1

            v1o = v1o / h1;           //normieren

            Vect3 v1P = point - v1;
            Vect3 p1  = v1P.ProjectOn(v1o); //projektion von v1p auf v1hn

            return(1 - (p1.Length() / h1));
        }