Пример #1
0
        public static float SqrDistance(ref Vector3 rkPoint, ref Ray3 rkRay)
        {
            Vector3 kDiff = rkPoint - rkRay.Origin;
            float   fT    = kDiff.dot(ref rkRay.Direction);

            if (fT <= 0.0)
            {
                fT = 0.0f;
            }
            else
            {
                fT    /= rkRay.Direction.length2();
                kDiff -= fT * rkRay.Direction;
            }

            return(kDiff.length2());
        }
Пример #2
0
        public static float SqrDistance(ref Ray3 rkRay, ref Segment3 rkSeg, out float pfRayP, out float pfSegP)
        {
            Vector3 kDiff = rkRay.Origin - rkSeg.Origin;
            float   fA00 = rkRay.Direction.length2();
            float   fA01 = -rkRay.Direction.dot(ref rkSeg.Direction);
            float   fA11 = rkSeg.Direction.length2();
            float   fB0 = kDiff.dot(ref rkRay.Direction);
            float   fC = kDiff.length2();
            float   fDet = System.Math.Abs(fA00 * fA11 - fA01 * fA01);
            float   fB1, fS, fT, fSqrDist, fTmp;

            if (fDet >= gs_fTolerance)
            {
                // ray and segment are not parallel
                fB1 = -kDiff.dot(ref rkSeg.Direction);
                fS  = fA01 * fB1 - fA11 * fB0;
                fT  = fA01 * fB0 - fA00 * fB1;

                if (fS >= 0.0)
                {
                    if (fT >= 0.0)
                    {
                        if (fT <= fDet)    // region 0
                        {
                            // minimum at interior points of ray and segment
                            float fInvDet = 1.0f / fDet;
                            fS      *= fInvDet;
                            fT      *= fInvDet;
                            fSqrDist = fS * (fA00 * fS + fA01 * fT + 2.0f * fB0) +
                                       fT * (fA01 * fS + fA11 * fT + 2.0f * fB1) + fC;
                        }
                        else  // region 1
                        {
                            fT = 1.0f;
                            if (fB0 >= -fA01)
                            {
                                fS       = 0.0f;
                                fSqrDist = fA11 + 2.0f * fB1 + fC;
                            }
                            else
                            {
                                fTmp     = fA01 + fB0;
                                fS       = -fTmp / fA00;
                                fSqrDist = fTmp * fS + fA11 + 2.0f * fB1 + fC;
                            }
                        }
                    }
                    else  // region 5
                    {
                        fT = 0.0f;
                        if (fB0 >= 0.0)
                        {
                            fS       = 0.0f;
                            fSqrDist = fC;
                        }
                        else
                        {
                            fS       = -fB0 / fA00;
                            fSqrDist = fB0 * fS + fC;
                        }
                    }
                }
                else
                {
                    if (fT <= 0.0)    // region 4
                    {
                        if (fB0 < 0.0)
                        {
                            fS       = -fB0 / fA00;
                            fT       = 0.0f;
                            fSqrDist = fB0 * fS + fC;
                        }
                        else
                        {
                            fS = 0.0f;
                            if (fB1 >= 0.0)
                            {
                                fT       = 0.0f;
                                fSqrDist = fC;
                            }
                            else if (-fB1 >= fA11)
                            {
                                fT       = 1.0f;
                                fSqrDist = fA11 + 2.0f * fB1 + fC;
                            }
                            else
                            {
                                fT       = -fB1 / fA11;
                                fSqrDist = fB1 * fT + fC;
                            }
                        }
                    }
                    else if (fT <= fDet)    // region 3
                    {
                        fS = 0.0f;
                        if (fB1 >= 0.0)
                        {
                            fT       = 0.0f;
                            fSqrDist = fC;
                        }
                        else if (-fB1 >= fA11)
                        {
                            fT       = 1.0f;
                            fSqrDist = fA11 + 2.0f * fB1 + fC;
                        }
                        else
                        {
                            fT       = -fB1 / fA11;
                            fSqrDist = fB1 * fT + fC;
                        }
                    }
                    else  // region 2
                    {
                        fTmp = fA01 + fB0;
                        if (fTmp < 0.0)
                        {
                            fS       = -fTmp / fA00;
                            fT       = 1.0f;
                            fSqrDist = fTmp * fS + fA11 + 2.0f * fB1 + fC;
                        }
                        else
                        {
                            fS = 0.0f;
                            if (fB1 >= 0.0)
                            {
                                fT       = 0.0f;
                                fSqrDist = fC;
                            }
                            else if (-fB1 >= fA11)
                            {
                                fT       = 1.0f;
                                fSqrDist = fA11 + 2 * fB1 + fC;
                            }
                            else
                            {
                                fT       = -fB1 / fA11;
                                fSqrDist = fB1 * fT + fC;
                            }
                        }
                    }
                }
            }
            else
            {
                // ray and segment are parallel
                if (fA01 > 0.0)
                {
                    // opposite direction vectors
                    fT = 0.0f;
                    if (fB0 >= 0.0)
                    {
                        fS       = 0.0f;
                        fSqrDist = fC;
                    }
                    else
                    {
                        fS       = -fB0 / fA00;
                        fSqrDist = fB0 * fS + fC;
                    }
                }
                else
                {
                    // same direction vectors
                    fB1  = -kDiff.dot(ref rkSeg.Direction);
                    fT   = 1.0f;
                    fTmp = fA01 + fB0;
                    if (fTmp >= 0.0)
                    {
                        fS       = 0.0f;
                        fSqrDist = fA11 + 2.0f * fB1 + fC;
                    }
                    else
                    {
                        fS       = -fTmp / fA00;
                        fSqrDist = fTmp * fS + fA11 + 2.0f * fB1 + fC;
                    }
                }
            }

            pfRayP = fS;
            pfSegP = fT;

            return(System.Math.Abs(fSqrDist));
        }
Пример #3
0
        /// <summary>
        /// Compute the angle between two vectors.
        /// </summary>
        /// <param name="v">The other vector.</param>
        /// <returns></returns>
        public float angle(ref Vector3 v)
        {
            float s = (float)System.Math.Sqrt(length2() * v.length2());

            return((float)System.Math.Acos(dot(ref v) / s));
        }