Пример #1
0
        public static bool FindClosestRayIntersection(ISampledCurve3d c, double segRadius, Ray3d ray, out double minRayT)
        {
            minRayT = double.MaxValue;
            int nNearSegment = -1;

            int nSegs = c.SegmentCount;

            for (int i = 0; i < nSegs; ++i)
            {
                Segment3d seg = c.GetSegment(i);

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

                double rayt, segt;
                double dSqr = DistRay3Segment3.SquaredDistance(ref ray, ref seg, out rayt, out segt);
                if (dSqr < segRadius * segRadius)
                {
                    if (rayt < minRayT)
                    {
                        minRayT      = rayt;
                        nNearSegment = i;
                    }
                }
            }
            return(nNearSegment >= 0);
        }
Пример #2
0
        void find_min_distance(ref Ray3d ray, ref double min_dist, ref int min_dist_seg, ref double min_dist_segt, ref double min_dist_rayt, int bi, int iLayerStart, int iLayer)
        {
            // hit polygon layer, check segments
            if (iLayer == 0)
            {
                int       seg_i = 2 * bi;
                Segment3d seg_a = Curve.GetSegment(seg_i);
                double    segt, rayt;
                double    segdist_sqr = DistRay3Segment3.SquaredDistance(ref ray, ref seg_a, out rayt, out segt);
                double    segdist     = Math.Sqrt(segdist_sqr);
                if (segdist <= min_dist)
                {
                    min_dist      = segdist;
                    min_dist_seg  = seg_i;
                    min_dist_segt = segt;
                    min_dist_rayt = rayt;
                }
                if ((seg_i + 1) < Curve.SegmentCount)
                {
                    Segment3d seg_b = Curve.GetSegment(seg_i + 1);
                    segdist_sqr = DistRay3Segment3.SquaredDistance(ref ray, ref seg_b, out rayt, out segt);
                    segdist     = Math.Sqrt(segdist_sqr);
                    if (segdist <= min_dist)
                    {
                        min_dist      = segdist;
                        min_dist_seg  = seg_i + 1;
                        min_dist_segt = segt;
                        min_dist_rayt = rayt;
                    }
                }

                return;
            }

            // test both boxes and recurse
            // TODO: verify that this intersection strategy makes sense?
            int  prev_layer = iLayer - 1;
            int  prev_count = layer_counts[prev_layer];
            int  prev_start = iLayerStart - prev_count;
            int  prev_a     = prev_start + 2 * bi;
            bool intersects = IntrRay3Box3.Intersects(ref ray, ref boxes[prev_a], min_dist);

            if (intersects)
            {
                find_min_distance(ref ray, ref min_dist, ref min_dist_seg, ref min_dist_segt, ref min_dist_rayt, 2 * bi, prev_start, prev_layer);
            }
            if ((2 * bi + 1) >= prev_count)
            {
                return;
            }

            int  prev_b      = prev_a + 1;
            bool intersects2 = IntrRay3Box3.Intersects(ref ray, ref boxes[prev_b], min_dist);

            if (intersects2)
            {
                find_min_distance(ref ray, ref min_dist, ref min_dist_seg, ref min_dist_segt, ref min_dist_rayt, 2 * bi + 1, prev_start, prev_layer);
            }
        }
Пример #3
0
        void find_closest_ray_intersction(ref Ray3d ray, double radius, ref int nearestSegment, ref double nearest_ray_t, int bi, int iLayerStart, int iLayer)
        {
            // hit polygon layer, check segments
            if (iLayer == 0)
            {
                int       seg_i = 2 * bi;
                Segment3d seg_a = Curve.GetSegment(seg_i);
                double    segt, rayt;
                double    segdist_sqr = DistRay3Segment3.SquaredDistance(ref ray, ref seg_a, out rayt, out segt);
                if (segdist_sqr <= radius * radius && rayt < nearest_ray_t)
                {
                    nearestSegment = seg_i;
                    nearest_ray_t  = rayt;
                }
                if ((seg_i + 1) < Curve.SegmentCount)
                {
                    Segment3d seg_b = Curve.GetSegment(seg_i + 1);
                    segdist_sqr = DistRay3Segment3.SquaredDistance(ref ray, ref seg_b, out rayt, out segt);
                    if (segdist_sqr <= radius * radius && rayt < nearest_ray_t)
                    {
                        nearestSegment = seg_i + 1;
                        nearest_ray_t  = rayt;
                    }
                }

                return;
            }

            // test both boxes and recurse
            // TODO: verify that this intersection strategy makes sense?
            int  prev_layer = iLayer - 1;
            int  prev_count = layer_counts[prev_layer];
            int  prev_start = iLayerStart - prev_count;
            int  prev_a     = prev_start + 2 * bi;
            bool intersects = IntrRay3Box3.Intersects(ref ray, ref boxes[prev_a], radius);

            if (intersects)
            {
                find_closest_ray_intersction(ref ray, radius, ref nearestSegment, ref nearest_ray_t, 2 * bi, prev_start, prev_layer);
            }
            if ((2 * bi + 1) >= prev_count)
            {
                return;
            }

            int  prev_b      = prev_a + 1;
            bool intersects2 = IntrRay3Box3.Intersects(ref ray, ref boxes[prev_b], radius);

            if (intersects2)
            {
                find_closest_ray_intersction(ref ray, radius, ref nearestSegment, ref nearest_ray_t, 2 * bi + 1, prev_start, prev_layer);
            }
        }