コード例 #1
0
        public bool Intersect(
            NuGenRay3D ray, ref double t, ref double u, ref double v, ref NuGenVec3D normal
            )
        {
            NuGenVec3D e1 = p1 - p0;
            NuGenVec3D e2 = p2 - p0;
            NuGenVec3D p = NuGenVec3D.Cross(ray.Direction, e2);

            double a = NuGenVec3D.Dot(e1, p);

            if (a > -NuGenVector.TINY_DOUBLE && a < NuGenVector.TINY_DOUBLE) return false;

            double f = 1.0 / a;
            NuGenVec3D s = ray.Point - p0;
            u = f * NuGenVec3D.Dot(s, p);

            if (u < 0.0 || u > 1.0) return false;
            NuGenVec3D q = NuGenVec3D.Cross(s, e1);
            v = f * NuGenVec3D.Dot(ray.Direction, q);

            if (v < 0.0 || (u + v) > 1.0) return false;
            t = f * NuGenVec3D.Dot(e2, q);
            normal = NuGenVec3D.Cross(e1, e2); normal.Normalize();
            return true;
        }
コード例 #2
0
ファイル: NuGenSphere3D.cs プロジェクト: carlhuth/GenXSource
        public bool Intersect(NuGenRay3D ray, ref double t, ref NuGenVec3D normal)
        {
            NuGenVec3D l = center - ray.Point;

            double s  = NuGenVec3D.Dot(l, ray.Direction);
            double l2 = l.SquaredLength;
            double rr = radius * radius;

            if (s < 0.0 && l2 > rr)
            {
                return(false);
            }

            double m2 = l2 - s * s;

            if (m2 > rr)
            {
                return(false);
            }

            double q = Math.Sqrt(rr - m2);

            if (l2 > rr)
            {
                t = s - q;
            }

            else
            {
                t = s + q;
            }
            normal = (ray.Point + ray.Direction * t) - center;
            normal.Normalize();
            return(true);
        }
コード例 #3
0
        public bool Intersect(NuGenRay3D ray, ref double t, ref NuGenVec3D normal)
        {
            NuGenVec3D l = center - ray.Point;

            double s = NuGenVec3D.Dot(l, ray.Direction);
            double l2 = l.SquaredLength;
            double rr = radius * radius;

            if (s < 0.0 && l2 > rr) return false;

            double m2 = l2 - s * s;

            if (m2 > rr) return false;

            double q = Math.Sqrt(rr - m2);

            if (l2 > rr) t = s - q;

            else t = s + q;
            normal = (ray.Point + ray.Direction * t) - center;
            normal.Normalize();
            return true;
        }
コード例 #4
0
        public bool Intersect(
            NuGenRay3D ray, ref double t, ref double u, ref double v, ref NuGenVec3D normal
            )
        {
            NuGenVec3D e1 = p1 - p0;
            NuGenVec3D e2 = p2 - p0;
            NuGenVec3D p  = NuGenVec3D.Cross(ray.Direction, e2);

            double a = NuGenVec3D.Dot(e1, p);

            if (a > -NuGenVector.TINY_DOUBLE && a < NuGenVector.TINY_DOUBLE)
            {
                return(false);
            }

            double     f = 1.0 / a;
            NuGenVec3D s = ray.Point - p0;

            u = f * NuGenVec3D.Dot(s, p);

            if (u < 0.0 || u > 1.0)
            {
                return(false);
            }
            NuGenVec3D q = NuGenVec3D.Cross(s, e1);

            v = f * NuGenVec3D.Dot(ray.Direction, q);

            if (v < 0.0 || (u + v) > 1.0)
            {
                return(false);
            }
            t      = f * NuGenVec3D.Dot(e2, q);
            normal = NuGenVec3D.Cross(e1, e2); normal.Normalize();
            return(true);
        }
コード例 #5
0
ファイル: NuGenBox3D.cs プロジェクト: carlhuth/GenXSource
        public bool Intersect(NuGenRay3D r)
        {
            bool inside = true;

            int[] quadrant = new int[3];
            int   i;
            int   whichPlane;

            double[]   maxT           = new double[3];
            double[]   candidatePlane = new double[3];
            NuGenVec3D coord          = new NuGenVec3D(0, 0, 0);

            for (i = 0; i < 3; i++)
            {
                if (r.Point[i] < lower[i])
                {
                    quadrant[i]       = 1;
                    candidatePlane[i] = lower[i];
                    inside            = false;
                }

                else if (r.Point[i] > upper[i])
                {
                    quadrant[i]       = 0;
                    candidatePlane[i] = upper[i];
                    inside            = false;
                }

                else
                {
                    quadrant[i] = 2;
                }
            }

            if (inside)
            {
                return(true);
            }

            for (i = 0; i < 3; i++)
            {
                if (quadrant[i] != 2 && r.Direction[i] != 0.0)
                {
                    maxT[i] = (candidatePlane[i] - r.Point[i]) / r.Direction[i];
                }

                else
                {
                    maxT[i] = -1.0;
                }
            }

            whichPlane = 0;

            for (i = 1; i < 3; i++)
            {
                if (maxT[whichPlane] < maxT[i])
                {
                    whichPlane = i;
                }
            }

            if (maxT[whichPlane] < 0.0)
            {
                return(false);
            }

            for (i = 0; i < 3; i++)
            {
                if (whichPlane != i)
                {
                    coord[i] = r.Point[i] + maxT[whichPlane] * r.Direction[i];

                    if (coord[i] < lower[i] || coord[i] > upper[i])
                    {
                        return(false);
                    }
                }

                else
                {
                    coord[i] = candidatePlane[i];
                }
            }

            return(true);
        }