Exemplo n.º 1
0
        public Vector3f FindSnapPoint(Ray3f ray)
        {
            DistRay3Segment3 dist = new DistRay3Segment3(ray, segmentW);

            dist.GetSquared();
            return((Vector3f)dist.SegmentClosest);
        }
Exemplo n.º 2
0
        public bool FindHitEdge(Ray3f sceneRay, MeshEditorOpType.BoundaryType boundaryMode, bool snap_to_center, ref Frame3f hitFrameS, ref int hitEID)
        {
            Ray3f objRay = SceneTransforms.SceneToObject(Target, sceneRay);

            int hit_tri = PreviewSpatial.FindNearestHitTriangle(objRay);

            if (hit_tri == DMesh3.InvalidID)
            {
                return(false);
            }
            if (allow_backface_hits == false && is_back_facing(hit_tri))
            {
                return(false);
            }

            var intr = MeshQueries.TriangleIntersection(PreviewMesh, hit_tri, objRay);
            int e_idx = -1; double near_sqr = double.MaxValue; DistRay3Segment3 near_dist = null;

            for (int j = 0; j < 3; ++j)
            {
                Segment3d        seg  = new Segment3d(intr.Triangle[j], intr.Triangle[(j + 1) % 3]);
                DistRay3Segment3 dist = new DistRay3Segment3(objRay, seg);
                if (dist.GetSquared() < near_sqr)
                {
                    near_sqr  = dist.GetSquared();
                    near_dist = dist;
                    e_idx     = j;
                }
            }
            int eid = PreviewMesh.GetTriEdge(hit_tri, e_idx);

            if (boundaryMode != MeshEditorOpType.BoundaryType.Any)
            {
                bool is_boundary = PreviewMesh.IsBoundaryEdge(eid);
                if ((is_boundary && boundaryMode == MeshEditorOpType.BoundaryType.OnlyInternal) ||
                    (is_boundary == false && boundaryMode == MeshEditorOpType.BoundaryType.OnlyBoundary))
                {
                    return(false);
                }
            }

            if (snap_to_center)
            {
                Frame3f hitFrameL = new Frame3f(PreviewMesh.GetEdgePoint(eid, 0.5), PreviewMesh.GetTriNormal(hit_tri));
                hitFrameS = SceneTransforms.ObjectToScene(previewSO, hitFrameL);
            }
            else
            {
                Frame3f hitFrameL = new Frame3f(near_dist.SegmentClosest, PreviewMesh.GetTriNormal(hit_tri));
                hitFrameS = SceneTransforms.ObjectToScene(previewSO, hitFrameL);
            }

            hitEID = eid;
            return(true);
        }
Exemplo n.º 3
0
        public bool FindRayIntersection(Ray3f ray, out float fHitDist)
        {
            fHitDist = float.PositiveInfinity;
            float fHitThreshSqr = 2.0f * fLineWidthW;

            fHitThreshSqr *= fHitThreshSqr;

            DistRay3Segment3 dist      = new DistRay3Segment3(ray, segmentW);
            float            fDistWSqr = (float)dist.GetSquared();

            if (fDistWSqr < fHitThreshSqr)
            {
                fHitDist = (float)dist.RayParameter;
                return(true);
            }
            return(false);
        }
Exemplo n.º 4
0
        public static bool FindClosestRayIntersection(ISampledCurve3d c, double segRadius, Ray3d ray, out double rayT)
        {
            rayT = double.MaxValue;
            int nNearSegment = -1;
            //double fNearSegT = 0.0;

            int N     = c.VertexCount;
            int iStop = (c.Closed) ? N : N - 1;

            for (int i = 0; i < iStop; ++i)
            {
                DistRay3Segment3 dist = new DistRay3Segment3(ray,
                                                             new Segment3d(c.GetVertex(i), c.GetVertex((i + 1) % N)));

                // raycast to line bounding-sphere first (is this going ot be faster??)
                double fSphereHitT;
                bool   bHitBoundSphere = RayIntersection.SphereSigned(ray.Origin, ray.Direction,
                                                                      dist.Segment.Center, dist.Segment.Extent + segRadius, out fSphereHitT);
                if (bHitBoundSphere == false)
                {
                    continue;
                }

                // find ray/seg min-distance and use ray T
                double dSqr = dist.GetSquared();
                if (dSqr < segRadius * segRadius)
                {
                    if (dist.RayParameter < rayT)
                    {
                        rayT = dist.RayParameter;
                        //fNearSegT = dist.SegmentParameter;
                        nNearSegment = i;
                    }
                }
            }
            return(nNearSegment >= 0);
        }