예제 #1
0
        public static void Normalize(this SCNVector3 vector3)
        {
            var normalizedVector = vector3.Normalized();

            vector3.X = normalizedVector.X;
            vector3.Y = normalizedVector.Y;
            vector3.Z = normalizedVector.Z;
        }
예제 #2
0
파일: Ray.cs 프로젝트: Trojka/ARRunner
        public SCNVector3?IntersectionWithHorizontalPlane(float planeY)
        {
            SCNVector3 rayOrigin = Origin;
            SCNVector3 direction = Direction;

            // Normalize direction
            direction = direction.Normalized();

            // Special case handling: Check if the ray is horizontal as well.
            if (direction.Y == 0)
            {
                if (rayOrigin.Y == planeY)
                {
                    // The ray is horizontal and on the plane, thus all points on the ray intersect with the plane.
                    // Therefore we simply return the ray origin.
                    return(rayOrigin);
                }
                else
                {
                    // The ray is parallel to the plane and never intersects.
                    return(null);
                }
            }

            // The distance from the ray's origin to the intersection point on the plane is:
            //   (pointOnPlane - rayOrigin) dot planeNormal
            //  --------------------------------------------
            //          direction dot planeNormal

            // Since we know that horizontal planes have normal (0, 1, 0), we can simplify this to:
            var dist = (planeY - rayOrigin.Y) / direction.Y;

            // Do not return intersections behind the ray's origin.
            if (dist < 0)
            {
                return(null);
            }

            // Return the intersection point.
            return(rayOrigin.Add(direction * dist));
        }