Пример #1
0
        /// <summary>
        /// Calculates intersection between line and bounding box and if found, distance is returned. Otherwise null is returned.
        /// </summary>
        public static float?GetLineBoundingBoxIntersection(ref Line line, ref BoundingBox boundingBox)
        {
            //  Create temporary ray and do intersection. But we can't rely only on it, because ray doesn't have end, yet our line does, so we
            //  need to check if ray-bounding_box intersection lies in the range of our line
            VRageMath.Ray ray = new VRageMath.Ray(line.From, line.Direction);
            float?        intersectionDistance = boundingBox.Intersects(ray);

            if (intersectionDistance.HasValue == false)
            {
                //  No intersection between ray/line and bounding box
                return(null);
            }
            else
            {
                if (intersectionDistance.Value <= line.Length)
                {
                    //  Intersection between ray/line and bounding box IS withing the range of the line
                    return(intersectionDistance.Value);
                }
                else
                {
                    //  Intersection between ray/line and bounding box IS NOT withing the range of the line
                    return(null);
                }
            }
        }
Пример #2
0
        private static Ray ComputeIntersectionLine(ref Plane p1, ref Plane p2)
        {
            Ray ray = new Ray();

            ray.Direction = Vector3.Cross(p1.Normal, p2.Normal);
            float num = ray.Direction.LengthSquared();

            ray.Position = Vector3.Cross(-p1.D * p2.Normal + p2.D * p1.Normal, ray.Direction) / num;
            return(ray);
        }
Пример #3
0
 private static void TransformRay(ref Ray ray, ref Matrix matrix)
 {
     ray.Direction = Vector3.Transform(ray.Position + ray.Direction, ref matrix);
     ray.Position  = Vector3.Transform(ray.Position, ref matrix);
     ray.Direction = ray.Direction - ray.Position;
 }
Пример #4
0
 private static void TransformRay(ref Ray ray, ref Matrix matrix)
 {
     ray.Direction = Vector3.Transform(ray.Position + ray.Direction, ref matrix);
     ray.Position = Vector3.Transform(ray.Position, ref matrix);
     ray.Direction = ray.Direction - ray.Position;
 }
Пример #5
0
 private static Ray ComputeIntersectionLine(ref Plane p1, ref Plane p2)
 {
     Ray ray = new Ray();
     ray.Direction = Vector3.Cross(p1.Normal, p2.Normal);
     float num = ray.Direction.LengthSquared();
     ray.Position = Vector3.Cross(-p1.D * p2.Normal + p2.D * p1.Normal, ray.Direction) / num;
     return ray;
 }
        public float?Intersects(ref Ray ray)
        {
            Matrix  matrix   = Matrix.CreateFromQuaternion(this.Orientation);
            Vector3 vector   = this.Center - ray.Position;
            float   minValue = float.MinValue;
            float   maxValue = float.MaxValue;
            float   num3     = Vector3.Dot(matrix.Right, vector);
            float   num4     = Vector3.Dot(matrix.Right, ray.Direction);

            if ((num4 >= -1E-20f) && (num4 <= 1E-20f))
            {
                if (((-num3 - this.HalfExtent.X) > 0.0) || ((-num3 + this.HalfExtent.X) < 0f))
                {
                    return(null);
                }
            }
            else
            {
                float num5 = (num3 - this.HalfExtent.X) / num4;
                float num6 = (num3 + this.HalfExtent.X) / num4;
                if (num5 > num6)
                {
                    float num7 = num5;
                    num5 = num6;
                    num6 = num7;
                }
                if (num5 > minValue)
                {
                    minValue = num5;
                }
                if (num6 < maxValue)
                {
                    maxValue = num6;
                }
                if ((maxValue < 0f) || (minValue > maxValue))
                {
                    return(null);
                }
            }
            num3 = Vector3.Dot(matrix.Up, vector);
            num4 = Vector3.Dot(matrix.Up, ray.Direction);
            if ((num4 >= -1E-20f) && (num4 <= 1E-20f))
            {
                if (((-num3 - this.HalfExtent.Y) > 0.0) || ((-num3 + this.HalfExtent.Y) < 0f))
                {
                    return(null);
                }
            }
            else
            {
                float num8 = (num3 - this.HalfExtent.Y) / num4;
                float num9 = (num3 + this.HalfExtent.Y) / num4;
                if (num8 > num9)
                {
                    float num10 = num8;
                    num8 = num9;
                    num9 = num10;
                }
                if (num8 > minValue)
                {
                    minValue = num8;
                }
                if (num9 < maxValue)
                {
                    maxValue = num9;
                }
                if ((maxValue < 0f) || (minValue > maxValue))
                {
                    return(null);
                }
            }
            num3 = Vector3.Dot(matrix.Forward, vector);
            num4 = Vector3.Dot(matrix.Forward, ray.Direction);
            if ((num4 >= -1E-20f) && (num4 <= 1E-20f))
            {
                if (((-num3 - this.HalfExtent.Z) > 0.0) || ((-num3 + this.HalfExtent.Z) < 0f))
                {
                    return(null);
                }
            }
            else
            {
                float num11 = (num3 - this.HalfExtent.Z) / num4;
                float num12 = (num3 + this.HalfExtent.Z) / num4;
                if (num11 > num12)
                {
                    float num13 = num11;
                    num11 = num12;
                    num12 = num13;
                }
                if (num11 > minValue)
                {
                    minValue = num11;
                }
                if (num12 < maxValue)
                {
                    maxValue = num12;
                }
                if ((maxValue < 0f) || (minValue > maxValue))
                {
                    return(null);
                }
            }
            return(new float?(minValue));
        }