/// <summary> /// Ray/PlaneBoundedVolume intersection test. /// </summary> /// <param name="ray"></param> /// <param name="volume"></param> /// <returns>Struct that contains a bool (hit?) and distance.</returns> public static IntersectResult Intersects(Ray ray, PlaneBoundedVolume volume) { List <Plane> planes = volume.planes; float maxExtDist = 0.0f; float minIntDist = float.PositiveInfinity; float dist, denom, nom; for (int i = 0; i < planes.Count; i++) { Plane plane = planes[i]; denom = plane.Normal.Dot(ray.Direction); if (MathUtil.Abs(denom) < float.Epsilon) { // Parallel if (plane.GetSide(ray.Origin) == volume.outside) { return(new IntersectResult(false, 0)); } continue; } nom = plane.Normal.Dot(ray.Origin) + plane.D; dist = -(nom / denom); if (volume.outside == PlaneSide.Negative) { nom = -nom; } if (dist > 0.0f) { if (nom > 0.0f) { if (maxExtDist < dist) { maxExtDist = dist; } } else { if (minIntDist > dist) { minIntDist = dist; } } } else { //Ray points away from plane if (volume.outside == PlaneSide.Negative) { denom = -denom; } if (denom > 0.0f) { return(new IntersectResult(false, 0)); } } } if (maxExtDist > minIntDist) { return(new IntersectResult(false, 0)); } return(new IntersectResult(true, maxExtDist)); }
/// <summary> /// Tests whether this ray intersects the given PlaneBoundedVolume. /// </summary> /// <param name="volume"></param> /// <returns> /// Struct containing info on whether there was a hit, and the distance from the /// origin of this ray where the intersect happened. /// </returns> public IntersectResult Intersects(PlaneBoundedVolume volume) { return(MathUtil.Intersects(this, volume)); }