Пример #1
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        public static BoundsF operator -(Vector3F v, BoundsF b)
        {
            BoundsF result;

            Vector3F.Subtract(ref v, ref b.Minimum, out result.Minimum);
            Vector3F.Subtract(ref v, ref b.Maximum, out result.Maximum);
            return(result);
        }
Пример #2
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        public static BoundsF Subtract(ref BoundsF b, ref Vector3F v)
        {
            BoundsF result;

            Vector3F.Subtract(ref b.Minimum, ref v, out result.Minimum);
            Vector3F.Subtract(ref b.Maximum, ref v, out result.Maximum);
            return(result);
        }
Пример #3
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        public bool Intersects(ref TriangleF triangle)
        {
            Vector3F point;

            ClosestPtPointTriangle(ref Origin, ref triangle.A, ref triangle.B, ref triangle.C, out point);
            Vector3F v;

            Vector3F.Subtract(ref point, ref Origin, out v);
            return(v.LengthSquared() <= Radius * Radius);
        }
Пример #4
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        internal bool LineIntersection(ref Vector3F start, ref Vector3F end)
        {
            //unsafe
            {
                Vector3F center;
                GetCenter(out center);

                Vector3F extents;
                Vector3F.Subtract(ref Maximum, ref center, out extents);
                //Vec3 extents = Maximum - center;

                Vector3F lineDir;
                lineDir.X = 0.5f * (end.X - start.X);
                lineDir.Y = 0.5f * (end.Y - start.Y);
                lineDir.Z = 0.5f * (end.Z - start.Z);
                //Vec3 lineDir = 0.5f * ( end - start );

                Vector3F lineCenter;
                Vector3F.Add(ref start, ref lineDir, out lineCenter);
                //Vec3 lineCenter = start + lineDir;

                Vector3F dir;
                Vector3F.Subtract(ref lineCenter, ref center, out dir);
                //Vec3 dir = lineCenter - center;

                float ld0, ld1, ld2;

                ld0 = Math.Abs(lineDir.X);
                if (Math.Abs(dir.X) > extents.X + ld0)
                {
                    return(false);
                }
                ld1 = Math.Abs(lineDir.Y);
                if (Math.Abs(dir.Y) > extents.Y + ld1)
                {
                    return(false);
                }
                ld2 = Math.Abs(lineDir.Z);
                if (Math.Abs(dir.Z) > extents.Z + ld2)
                {
                    return(false);
                }

                Vector3F cross;
                Vector3F.Cross(ref lineDir, ref dir, out cross);

                if (Math.Abs(cross.X) > extents.Y * ld2 + extents.Z * ld1)
                {
                    return(false);
                }
                if (Math.Abs(cross.Y) > extents.X * ld2 + extents.Z * ld0)
                    return(false); }
                if (Math.Abs(cross.Z) > extents.X * ld1 + extents.Y * ld0)
                    return(false); }
Пример #5
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        /// <summary>
        /// Returns side of the plane that the given box lies on.
        /// The box is defined as bounds.
        /// </summary>
        /// <param name="bounds">The given bounds.</param>
        /// <returns>The resulting side.</returns>
        public Side GetSide(ref BoundsF bounds)
        {
            Vector3F boundsCenter;

            bounds.GetCenter(out boundsCenter);

            //Vec3 boundsHalfSize = boundsCenter - bounds.Minimum;
            Vector3F boundsHalfSize;

            Vector3F.Subtract(ref boundsCenter, ref bounds.Minimum, out boundsHalfSize);

            return(GetSide(ref boundsCenter, ref boundsHalfSize));
        }
Пример #6
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        /// <summary>
        /// Creates an instance of <see cref="PlaneF"/> that contains the three given points.
        /// </summary>
        /// <param name="point0">The first point defining the plane.</param>
        /// <param name="point1">The second point defining the plane.</param>
        /// <param name="point2">The third point defining the plane.</param>
        /// <param name="result">When the method completes, contains the resulting plane.</param>
        public static void FromPoints(ref Vector3F point0, ref Vector3F point1, ref Vector3F point2,
                                      out PlaneF result)
        {
            Vector3F edge1;

            Vector3F.Subtract(ref point1, ref point0, out edge1);
            Vector3F edge2;

            Vector3F.Subtract(ref point2, ref point0, out edge2);

            Vector3F normal;

            Vector3F.Cross(ref edge1, ref edge2, out normal);
            normal.Normalize();
            result.A = normal.X;
            result.B = normal.Y;
            result.C = normal.Z;
            result.D = -(normal.X * point0.X + normal.Y * point0.Y + normal.Z * point0.Z);
        }
Пример #7
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 public void GetDirection(out Vector3F result)
 {
     Vector3F.Subtract(ref Point2, ref Point1, out result);
     result.Normalize();
 }
Пример #8
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        //!!!!было. сложно.
        //public bool Add( Vec3F p )
        //{
        //	if( radius < 0.0f )
        //	{
        //		origin = p;
        //		radius = 0.0f;
        //		return true;
        //	}
        //	else
        //	{
        //		float x = p.x - origin.x;
        //		float y = p.y - origin.y;
        //		float z = p.z - origin.z;
        //		float lengthSqr = x * x + y * y + z * z;
        //		float r = lengthSqr;
        //		//float r = ( p - origin ).LengthSqr();

        //		if( r > radius * radius )
        //		{
        //			r = MathEx.Sqrt( r );

        //			float coef = .5f * ( 1.0f - radius / r );
        //			origin.x += x * coef;
        //			origin.y += y * coef;
        //			origin.z += z * coef;
        //			//origin += ( p - origin ) * 0.5f * ( 1.0f - radius / r );

        //			radius += .5f * ( r - radius );
        //			return true;
        //		}
        //		return false;
        //	}
        //}

        static void ClosestPtPointTriangle(ref Vector3F p, ref Vector3F a, ref Vector3F b, ref Vector3F c, out Vector3F result)
        {
            Vector3F ab;

            Vector3F.Subtract(ref b, ref a, out ab);
            //Vec3 ab = b - a;

            Vector3F ac;

            Vector3F.Subtract(ref c, ref a, out ac);
            //Vec3 ac = c - a;

            Vector3F ap;

            Vector3F.Subtract(ref p, ref a, out ap);
            //Vec3 ap = p - a;

            float d1;

            Vector3F.Dot(ref ab, ref ap, out d1);
            float d2;

            Vector3F.Dot(ref ac, ref ap, out d2);
            if (d1 <= 0.0f && d2 <= 0.0f)
            {
                result = a;
                return;
            }

            //check if P in vertex region outside B
            Vector3F bp;

            Vector3F.Subtract(ref p, ref b, out bp);
            //Vec3 bp = p - b;
            float d3;

            Vector3F.Dot(ref ab, ref bp, out d3);
            float d4;

            Vector3F.Dot(ref ac, ref bp, out d4);
            if (d3 >= 0.0f && d4 <= d3)
            {
                result = b;
                return;
            }

            float vc = d1 * d4 - d3 * d2;

            if (vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f)
            {
                float v = d1 / (d1 - d3);
                result = a + v * ab;
                return;
            }

            Vector3F cp;

            Vector3F.Subtract(ref p, ref c, out cp);
            //Vec3 cp = p - c;
            float d5; Vector3F.Dot(ref ab, ref cp, out d5);
            float d6; Vector3F.Dot(ref ac, ref cp, out d6);

            if (d6 >= 0.0f && d5 <= d6)
            {
                result = c;
                return;
            }

            float vb = d5 * d2 - d1 * d6;

            if (vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f)
            {
                float w = d2 / (d2 - d6);
                result = a + w * ac;
                return;
            }

            float va = d3 * d6 - d5 * d4;

            if (va <= 0.0f && (d4 - d3) >= 0.0f && (d5 - d6) >= 0.0f)
            {
                float w = (d4 - d3) / ((d4 - d3) + (d5 - d6));
                result = b + w * (c - b);
                return;
            }

            {
                float denom = 1.0f / (va + vb + vc);
                float v     = vb * denom;
                float w     = vc * denom;
                result = a + ab * v + ac * w;
                return;
            }
        }
Пример #9
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 public static void Subtract(ref Vector3F v, ref BoundsF b, out BoundsF result)
 {
     Vector3F.Subtract(ref v, ref b.Minimum, out result.Minimum);
     Vector3F.Subtract(ref v, ref b.Maximum, out result.Maximum);
 }
Пример #10
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 public void GetSize(out Vector3F result)
 {
     Vector3F.Subtract(ref Maximum, ref Minimum, out result);
 }