コード例 #1
0
 private bool ProcessHits(
     double t1, double t2,
     double tmin, double tmax,
     ref RayHit3d hit)
 {
     if (t1 >= tmin)
     {
         if (t1 < tmax && t1 < hit.T)
         {
             hit.T        = t1;
             hit.Point    = GetPointOnRay(t1);
             hit.Coord    = V2d.NaN;
             hit.BackSide = false;
             return(true);
         }
         return(false);
     }
     if (t2 >= tmin)
     {
         if (t2 < tmax && t2 < hit.T)
         {
             hit.T        = t2;
             hit.Point    = GetPointOnRay(t2);
             hit.Coord    = V2d.NaN;
             hit.BackSide = true;
             return(true);
         }
     }
     return(false);
 }
コード例 #2
0
        /// <summary>
        /// Returns true if the ray hits the sphere given by center and
        /// radius within the supplied parameter interval and before the
        /// parameter value contained in the supplied hit. Note that a
        /// hit is only registered if the front or the backsurface is
        /// encountered within the interval.
        /// </summary>
        public bool HitsSphere(
            V3d center, double radius,
            double tmin, double tmax,
            ref RayHit3d hit)
        {
            V3d    originSubCenter = Origin - center;
            double a = Direction.LengthSquared;
            double b = Direction.Dot(originSubCenter);
            double c = originSubCenter.LengthSquared - radius * radius;

            // --------------------- quadric equation : a t^2  + 2b t + c = 0
            double d = b * b - a * c;                     // factor 2 was eliminated

            if (d < Constant <double> .PositiveTinyValue) // no root ?
            {
                return(false);                            // then exit
            }
            if (b > 0.0)                                  // stable way to calculate
            {
                d = -Fun.Sqrt(d) - b;                     // the roots of a quadratic
            }
            else                                          // equation
            {
                d = Fun.Sqrt(d) - b;
            }

            double t1 = d / a;
            double t2 = c / d;  // Vieta : t1 * t2 == c/a

            return(t1 < t2
                    ? ProcessHits(t1, t2, tmin, tmax, ref hit)
                    : ProcessHits(t2, t1, tmin, tmax, ref hit));
        }
コード例 #3
0
        public bool HitsCircle(Circle3d circle, double tmin, double tmax, ref RayHit3d hit)
        {
            var dc = circle.Normal.Dot(Direction);
            var dw = circle.Normal.Dot(circle.Center - Origin);

            // If parallel to plane
            if (dc == 0.0)
            {
                return(false);
            }

            var t = dw / dc;

            if (!ComputeHit(t, tmin, tmax, ref hit))
            {
                return(false);
            }

            if (V3d.Distance(hit.Point, circle.Center) > circle.Radius)
            {
                hit.Point = V3d.NaN;
                hit.T     = tmax;
                return(false);
            }
            return(true);
        }
コード例 #4
0
 /// <summary>
 /// Returns true if the ray hits the quad before the parameter
 /// value contained in the supplied hit. Detailed information about
 /// the hit is returned in the supplied hit. In order to obtain all
 /// potential hits, the supplied hit can be initialized with
 /// RayHit3d.MaxRange.
 /// </summary>
 public bool Hits(
     Quad3d quad, ref RayHit3d hit
     )
 {
     return(HitsQuad(quad.P0, quad.P1, quad.P2, quad.P3,
                     double.MinValue, double.MaxValue, ref hit));
 }
コード例 #5
0
 /// <summary>
 /// Returns true if the ray hits the supplied sphere within the
 /// supplied parameter interval and before the parameter value
 /// contained in the supplied hit. Note that a hit is only
 /// registered if the front or the backsurface is encountered
 /// within the interval.
 /// </summary>
 public bool Hits(
     Sphere3d sphere,
     double tmin, double tmax,
     ref RayHit3d hit)
 {
     return(HitsSphere(sphere.Center, sphere.Radius, tmin, tmax, ref hit));
 }
コード例 #6
0
 /// <summary>
 /// Returns true if the ray hits the triangle before the parameter
 /// value contained in the supplied hit. Detailed information about
 /// the hit is returned in the supplied hit.
 /// </summary>
 public bool Hits(
     Triangle3d triangle, ref RayHit3d hit
     )
 {
     return(HitsTrianglePointAndEdges(
                triangle.P0, triangle.Edge01, triangle.Edge02,
                double.MinValue, double.MaxValue, ref hit));
 }
コード例 #7
0
 /// <summary>
 /// Returns true if the ray hits the other ray before the parameter
 /// value contained in the supplied hit. Detailed information about
 /// the hit is returned in the supplied hit.
 /// </summary>
 public bool Hits(
     Ray3d ray,
     double tmin, double tmax,
     ref RayHit3d hit
     )
 {
     return(HitsRay(ray, tmin, tmax, ref hit));
 }
コード例 #8
0
 private bool GetClosestHit(
     double t1, double t2,
     double tmin, double tmax,
     ref RayHit3d hit)
 {
     return(t1 < t2
           ? ProcessHits(t1, t2, tmin, tmax, ref hit)
           : ProcessHits(t2, t1, tmin, tmax, ref hit));
 }
コード例 #9
0
 /// <summary>
 /// Returns true if the ray hits the quad within the supplied
 /// parameter interval and before the parameter value contained
 /// in the supplied hit. Detailed information about the hit is
 /// returned in the supplied hit. In order to obtain all potential
 /// hits, the supplied hit can be initialized with RayHit3d.MaxRange.
 /// </summary>
 public bool Hits(
     Quad3d quad,
     double tmin, double tmax,
     ref RayHit3d hit
     )
 {
     return(HitsQuad(quad.P0, quad.P1, quad.P2, quad.P3,
                     tmin, tmax, ref hit));
 }
コード例 #10
0
        public bool Hits(
            Cylinder3d cylinder,
            double tmin, double tmax,
            ref RayHit3d hit)
        {
            var intersects = HitsCylinder(cylinder, tmin, tmax, ref hit);

            return(intersects);
        }
コード例 #11
0
 /// <summary>
 /// Returns true if the ray hits the triangle within the supplied
 /// parameter interval and before the parameter value contained
 /// in the supplied hit. Detailed information about the hit is
 /// returned in the supplied hit. In order to obtain all potential
 /// hits, the supplied hit can be initialized with RayHit3d.MaxRange.
 /// </summary>
 public bool Hits(
     Triangle3d triangle,
     double tmin, double tmax,
     ref RayHit3d hit
     )
 {
     return(HitsTrianglePointAndEdges(
                triangle.P0, triangle.Edge01, triangle.Edge02,
                tmin, tmax, ref hit));
 }
コード例 #12
0
        /// <summary>
        /// Returns true if the ray hits the other ray before the parameter
        /// value contained in the supplied hit. Detailed information about
        /// the hit is returned in the supplied hit.
        /// </summary>
        public bool HitsRay(
            Ray3d ray,
            double tmin, double tmax,
            ref RayHit3d hit
            )
        {
            V3d d = Origin - ray.Origin;
            V3d u = Direction;
            V3d v = ray.Direction;
            V3d n = u.Cross(v);

            if (Fun.IsTiny(d.Length))
            {
                return(true);
            }
            else if (Fun.IsTiny(u.Cross(v).Length))
            {
                return(false);
            }
            else
            {
                //-t0*u + t1*v + t2*n == d
                //M = {-u,v,n}
                //M*{t0,t1,t2}T == d
                //{t0,t1,t2}T == M^-1 * d

                M33d M = new M33d();
                M.C0 = -u;
                M.C1 = v;
                M.C2 = n;

                if (M.Invertible)
                {
                    V3d t = M.Inverse * d;
                    if (Fun.IsTiny(t.Z))
                    {
                        ProcessHits(t.X, double.MaxValue, tmin, tmax, ref hit);
                        return(true);
                    }
                    else
                    {
                        return(false);
                    }
                }
                else
                {
                    return(false);
                }
            }
        }
コード例 #13
0
        public bool HitsPlane(Plane3d plane, double tmin, double tmax, ref RayHit3d hit)
        {
            var dc = plane.Normal.Dot(Direction);
            var dw = plane.Distance - plane.Normal.Dot(Origin);

            // If parallel to plane
            if (dc == 0.0)
            {
                return(false);
            }

            var t = dw / dc;

            return(ComputeHit(t, tmin, tmax, ref hit));
        }
コード例 #14
0
        /// <summary>
        /// Returns true if the ray hits the triangle within the supplied
        /// parameter interval and before the parameter value contained
        /// in the supplied hit. Detailed information about the hit is
        /// returned in the supplied hit. In order to obtain all potential
        /// hits, the supplied hit can be initialized with RayHit3d.MaxRange.
        /// </summary>
        public bool HitsTriangle(
            V3d p0, V3d p1, V3d p2,
            double tmin, double tmax,
            ref RayHit3d hit
            )
        {
            V3d    edge01 = p1 - p0;
            V3d    edge02 = p2 - p0;
            V3d    plane  = V3d.Cross(Direction, edge02);
            double det    = V3d.Dot(edge01, plane);

            if (det > -0.0000001 && det < 0.0000001)
            {
                return(false);
            }
            // ray ~= paralell / Triangle
            V3d tv = Origin - p0;

            det = 1.0 / det;  // det is now inverse det
            double u = V3d.Dot(tv, plane) * det;

            if (u < 0.0 || u > 1.0)
            {
                return(false);
            }
            plane = V3d.Cross(tv, edge01); // plane is now qv
            double v = V3d.Dot(Direction, plane) * det;

            if (v < 0.0 || u + v > 1.0)
            {
                return(false);
            }
            double t = V3d.Dot(edge02, plane) * det;

            if (t < tmin || t >= tmax || t >= hit.T)
            {
                return(false);
            }
            hit.T        = t;
            hit.Point    = Origin + t * Direction;
            hit.Coord.X  = u; hit.Coord.Y = v;
            hit.BackSide = (det < 0.0);
            return(true);
        }
コード例 #15
0
 private bool ComputeHit(
     double t,
     double tmin, double tmax,
     ref RayHit3d hit)
 {
     if (t >= tmin)
     {
         if (t < tmax && t < hit.T)
         {
             hit.T        = t;
             hit.Point    = GetPointOnRay(t);
             hit.Coord    = V2d.NaN;
             hit.BackSide = false;
             return(true);
         }
         return(false);
     }
     return(false);
 }
コード例 #16
0
        /// <summary>
        /// Returns true if the ray hits the quad within the supplied
        /// parameter interval and before the parameter value contained
        /// in the supplied hit. The quad is considered to consist of the
        /// two triangles [p0,p1,p2] and [p0,p2,p3]. Detailed information
        /// about the hit is returned in the supplied hit. In order to obtain
        /// all potential hits, the supplied hit can be initialized with
        /// RayHit3d.MaxRange.
        /// </summary>
        public bool HitsQuad(
            V3d p0, V3d p1, V3d p2, V3d p3,
            double tmin, double tmax,
            ref RayHit3d hit
            )
        {
            V3d  e02    = p2 - p0;
            bool result = false;

            if (HitsTrianglePointAndEdges(p0, p1 - p0, e02, tmin, tmax,
                                          ref hit))
            {
                hit.Coord.X += hit.Coord.Y;
                result       = true;
            }
            if (HitsTrianglePointAndEdges(p0, e02, p3 - p0, tmin, tmax,
                                          ref hit))
            {
                hit.Coord.Y += hit.Coord.X;
                result       = true;
            }
            return(result);
        }
コード例 #17
0
 /// <summary>
 /// Returns true if the ray hits the other ray before the parameter
 /// value contained in the supplied hit. Detailed information about
 /// the hit is returned in the supplied hit.
 /// </summary>
 public bool Hits(Ray3d ray, ref RayHit3d hit)
 => HitsRay(ray, double.MinValue, double.MaxValue, ref hit);
コード例 #18
0
 /// <summary>
 /// Returns true if the ray hits the other ray before the parameter
 /// value contained in the supplied hit. Detailed information about
 /// the hit is returned in the supplied hit.
 /// </summary>
 public bool Hits(
     Ray3d ray, ref RayHit3d hit
     )
 {
     return(HitsRay(ray, double.MinValue, double.MaxValue, ref hit));
 }
コード例 #19
0
        public bool HitsCylinder(Cylinder3d cylinder,
                                 double tmin, double tmax,
                                 ref RayHit3d hit)
        {
            var axisDir = cylinder.Axis.Direction.Normalized;

            // Vector Cyl.P0 -> Ray.Origin
            var op = Origin - cylinder.P0;

            // normal RayDirection - CylinderAxis
            var normal     = Direction.Cross(axisDir);
            var unitNormal = normal.Normalized;

            // normal (Vec Cyl.P0 -> Ray.Origin) - CylinderAxis
            var normal2 = op.Cross(axisDir);
            var t       = -normal2.Dot(unitNormal) / normal.Length;

            var radius = cylinder.Radius;

            if (cylinder.DistanceScale != 0)
            {   // cylinder gets bigger, the further away it is
                var pnt = GetPointOnRay(t);

                var dis = V3d.Distance(pnt, this.Origin);
                radius = ((cylinder.Radius / cylinder.DistanceScale) * dis) * 2;
            }

            // between enitre rays (caps are ignored)
            var shortestDistance = Fun.Abs(op.Dot(unitNormal));

            if (shortestDistance <= radius)
            {
                var s = Fun.Abs(Fun.Sqrt(radius.Square() - shortestDistance.Square()) / Direction.Length);

                var t1 = t - s; // first hit of Cylinder shell
                var t2 = t + s; // second hit of Cylinder shell

                if (t1 > tmin && t1 < tmax)
                {
                    tmin = t1;
                }
                if (t2 < tmax && t2 > tmin)
                {
                    tmax = t2;
                }

                hit.T     = t1;
                hit.Point = GetPointOnRay(t1);

                // check if found point is outside of Cylinder Caps
                var bottomPlane  = new Plane3d(cylinder.Circle0.Normal, cylinder.Circle0.Center);
                var topPlane     = new Plane3d(cylinder.Circle1.Normal, cylinder.Circle1.Center);
                var heightBottom = bottomPlane.Height(hit.Point);
                var heightTop    = topPlane.Height(hit.Point);
                // t1 lies outside of caps => find closest cap hit
                if (heightBottom > 0 || heightTop > 0)
                {
                    hit.T = tmax;
                    // intersect with bottom Cylinder Cap
                    var bottomHit = HitsPlane(bottomPlane, tmin, tmax, ref hit);
                    // intersect with top Cylinder Cap
                    var topHit = HitsPlane(topPlane, tmin, tmax, ref hit);

                    // hit still close enough to cylinder axis?
                    var distance = cylinder.Axis.Ray3d.GetMinimalDistanceTo(hit.Point);

                    if (distance <= radius && (bottomHit || topHit))
                    {
                        return(true);
                    }
                }
                else
                {
                    return(true);
                }
            }

            hit.T     = tmax;
            hit.Point = V3d.NaN;
            return(false);
        }
コード例 #20
0
 /// <summary>
 /// Returns true if the ray hits the other ray before the parameter
 /// value contained in the supplied hit. Detailed information about
 /// the hit is returned in the supplied hit.
 /// </summary>
 public bool Hits(Ray3d ray, double tmin, double tmax, ref RayHit3d hit)
 => HitsRay(ray, tmin, tmax, ref hit);