コード例 #1
0
ファイル: Plane.cs プロジェクト: aravindm90/modelthulhu
 // Static function to find the intersection of two planes
 // If they are parallel, returns false and outputs an invalid line struct
 // Otherwise, returns true and outputs the line of intersection
 public static bool Intersect(Plane a, Plane b, out Line result)
 {
     Vec3 cross = Vec3.Cross(a.normal, b.normal);
     double magsq = cross.ComputeMagnitudeSquared();
     if (magsq == 0)
     {
         // failure! planes did not intersect, or planes were equal
         result = new Line { direction = Vec3.Zero, origin = Vec3.Zero };                // not a valid line!
         return false;
     }
     double invmag = 1.0 / Math.Sqrt(magsq);
     Vec3 line_direction = cross * invmag;
     // using plane a to find intersection (also could try b?)
     Vec3 in_a_toward_edge = Vec3.Normalize(Vec3.Cross(a.normal, line_direction));
     Vec3 point_in_a = a.normal * a.offset;
     double dist = b.PointDistance(point_in_a);
     // seems this number could be either the positive or negative of what we want...
     double unsigned_r = dist * invmag;
     Vec3 positive = point_in_a + in_a_toward_edge * unsigned_r;
     Vec3 negative = point_in_a - in_a_toward_edge * unsigned_r;
     // figure out which one is actually at the intersection (or closest to it)
     double positive_check = new Vec2 { x = a.PointDistance(positive), y = b.PointDistance(positive) }.ComputeMagnitudeSquared();
     double negative_check = new Vec2 { x = a.PointDistance(negative), y = b.PointDistance(negative) }.ComputeMagnitudeSquared();
     // and use that one as a point on the line (for the out value)
     Vec3 point_on_line;
     if (positive_check < negative_check)
         point_on_line = positive;
     else
         point_on_line = negative;
     // success! planes intersectedx
     result = new Line { origin = point_on_line, direction = line_direction };
     return true;
 }
コード例 #2
0
ファイル: Plane.cs プロジェクト: natewaddoups/modelthulhu
        // Static function to find the intersection of two planes
        // If they are parallel, returns false and outputs an invalid line struct
        // Otherwise, returns true and outputs the line of intersection
        public static bool Intersect(Plane a, Plane b, out Line result)
        {
            Vec3   cross = Vec3.Cross(a.normal, b.normal);
            double magsq = cross.ComputeMagnitudeSquared();

            if (magsq == 0)
            {
                // failure! planes did not intersect, or planes were equal
                result = new Line {
                    direction = Vec3.Zero, origin = Vec3.Zero
                };                                                                              // not a valid line!
                return(false);
            }
            double invmag         = 1.0 / Math.Sqrt(magsq);
            Vec3   line_direction = cross * invmag;
            // using plane a to find intersection (also could try b?)
            Vec3   in_a_toward_edge = Vec3.Normalize(Vec3.Cross(a.normal, line_direction));
            Vec3   point_in_a       = a.normal * a.offset;
            double dist             = b.PointDistance(point_in_a);
            // seems this number could be either the positive or negative of what we want...
            double unsigned_r = dist * invmag;
            Vec3   positive   = point_in_a + in_a_toward_edge * unsigned_r;
            Vec3   negative   = point_in_a - in_a_toward_edge * unsigned_r;
            // figure out which one is actually at the intersection (or closest to it)
            double positive_check = new Vec2 {
                x = a.PointDistance(positive), y = b.PointDistance(positive)
            }.ComputeMagnitudeSquared();
            double negative_check = new Vec2 {
                x = a.PointDistance(negative), y = b.PointDistance(negative)
            }.ComputeMagnitudeSquared();
            // and use that one as a point on the line (for the out value)
            Vec3 point_on_line;

            if (positive_check < negative_check)
            {
                point_on_line = positive;
            }
            else
            {
                point_on_line = negative;
            }
            // success! planes intersectedx
            result = new Line {
                origin = point_on_line, direction = line_direction
            };
            return(true);
        }
コード例 #3
0
ファイル: Plane.cs プロジェクト: aravindm90/modelthulhu
        public double offset; // Distance from the plane to the origin

        #endregion Fields

        #region Methods

        public static double CheckEquality(Plane a, Plane b)
        {
            double magprodsq = a.normal.ComputeMagnitudeSquared() * b.normal.ComputeMagnitudeSquared();     // although the magnitude of the normals SHOULD be 1... maybe somebody did something funky
            double dot = Vec3.Dot(a.normal, b.normal);
            double aparallelness = 1.0 - Math.Sqrt((dot * dot) / magprodsq);                                // closer to parallel yields smaller values of this
            aparallelness *= aparallelness;

            double a_from_b = b.PointDistance(a.normal * a.offset);
            double b_from_a = a.PointDistance(b.normal * b.offset);
            Vec3 a_on_b = a.normal * (a.offset + a_from_b);
            Vec3 b_on_a = b.normal * (b.offset + b_from_a);
            double distsq1 = (a_on_b - b.normal * b.offset).ComputeMagnitudeSquared();                      // coplanar --> same point
            double distsq2 = (b_on_a - a.normal * a.offset).ComputeMagnitudeSquared();                      // coplanar --> same point

            return aparallelness + distsq1 + distsq1;
        }
コード例 #4
0
ファイル: Plane.cs プロジェクト: natewaddoups/modelthulhu
        public static double CheckEquality(Plane a, Plane b)
        {
            double magprodsq     = a.normal.ComputeMagnitudeSquared() * b.normal.ComputeMagnitudeSquared(); // although the magnitude of the normals SHOULD be 1... maybe somebody did something funky
            double dot           = Vec3.Dot(a.normal, b.normal);
            double aparallelness = 1.0 - Math.Sqrt((dot * dot) / magprodsq);                                // closer to parallel yields smaller values of this

            aparallelness *= aparallelness;

            double a_from_b = b.PointDistance(a.normal * a.offset);
            double b_from_a = a.PointDistance(b.normal * b.offset);
            Vec3   a_on_b   = a.normal * (a.offset + a_from_b);
            Vec3   b_on_a   = b.normal * (b.offset + b_from_a);
            double distsq1  = (a_on_b - b.normal * b.offset).ComputeMagnitudeSquared();                     // coplanar --> same point
            double distsq2  = (b_on_a - a.normal * a.offset).ComputeMagnitudeSquared();                     // coplanar --> same point

            return(aparallelness + distsq1 + distsq1);
        }
コード例 #5
0
        public Vec3 direction;          // any nonzero vector along the line

        // Checks whether two lines are equal... returns a value, closer to zero = closer to being equal
        public static double CheckEquality(Line a, Line b)
        {
            double magprodsq     = a.direction.ComputeMagnitudeSquared() * b.direction.ComputeMagnitudeSquared();
            double dot           = Vec3.Dot(a.direction, b.direction);
            double aparallelness = 1.0 - Math.Sqrt((dot * dot) / magprodsq);                    // closer to parallel yields smaller values of this

            aparallelness *= aparallelness;

            Plane  plane_a  = Plane.FromPositionNormal(a.origin, a.direction);
            Plane  plane_b  = Plane.FromPositionNormal(b.origin, b.direction);
            double a_from_b = plane_b.PointDistance(a.origin);
            double b_from_a = plane_a.PointDistance(b.origin);
            Vec3   a_on_b   = a.origin + plane_a.normal * a_from_b;
            Vec3   b_on_a   = b.origin + plane_b.normal * b_from_a;
            double distsq1  = (a_on_b - b.origin).ComputeMagnitudeSquared();                    // colinear --> same point
            double distsq2  = (b_on_a - a.origin).ComputeMagnitudeSquared();                    // colinear --> same point

            return(aparallelness + distsq1 + distsq2);                                          // sum of 3 squared quantities... anything big --> big result
        }