public ContainmentType Contains(AxisAlignedBox box) { //check if all corner is in sphere bool inside = true; foreach (Vector3F corner in box.GetCorners()) { if (this.Contains(corner) == ContainmentType.Disjoint) { inside = false; break; } } if (inside) { return(ContainmentType.Contains); } //check if the distance from sphere center to cube face < radius double dmin = 0; if (Center.X < box.Min.X) { dmin += (Center.X - box.Min.X) * (Center.X - box.Min.X); } else if (Center.X > box.Max.X) { dmin += (Center.X - box.Max.X) * (Center.X - box.Max.X); } if (Center.Y < box.Min.Y) { dmin += (Center.Y - box.Min.Y) * (Center.Y - box.Min.Y); } else if (Center.Y > box.Max.Y) { dmin += (Center.Y - box.Max.Y) * (Center.Y - box.Max.Y); } if (Center.Z < box.Min.Z) { dmin += (Center.Z - box.Min.Z) * (Center.Z - box.Min.Z); } else if (Center.Z > box.Max.Z) { dmin += (Center.Z - box.Max.Z) * (Center.Z - box.Max.Z); } if (dmin <= Radius * Radius) { return(ContainmentType.Intersects); } //else disjoint return(ContainmentType.Disjoint); }
public bool Intersects(AxisAlignedBox box) { return(box.Intersects(this)); }
public void Intersects(ref AxisAlignedBox box, out bool result) { result = Intersects(box); }
public static void CreateFromBoundingBox(ref AxisAlignedBox box, out Sphere result) { result = CreateFromBoundingBox(box); }
public void Contains(ref AxisAlignedBox box, out ContainmentType result) { result = this.Contains(box); }
public void Intersects(ref AxisAlignedBox box, out PlaneIntersectionType result) { result = Intersects(box); }
public PlaneIntersectionType Intersects(AxisAlignedBox box) { return(box.Intersects(this)); }
public float?Intersects(AxisAlignedBox box) { //first test if start in box if (Position.X >= box.Min.X && Position.X <= box.Max.X && Position.Y >= box.Min.Y && Position.Y <= box.Max.Y && Position.Z >= box.Min.Z && Position.Z <= box.Max.Z) { return(0.0f);// here we concidere cube is full and origine is in cube so intersect at origine } //Second we check each face Vector3F maxT = new Vector3F(-1.0f, -1.0f, -1.0f); //Vector3F minT = new Vector3F(-1.0f); //calcul intersection with each faces if (Position.X < box.Min.X && Direction.X != 0.0f) { maxT.X = (box.Min.X - Position.X) / Direction.X; } else if (Position.X > box.Max.X && Direction.X != 0.0f) { maxT.X = (box.Max.X - Position.X) / Direction.X; } if (Position.Y < box.Min.Y && Direction.Y != 0.0f) { maxT.Y = (box.Min.Y - Position.Y) / Direction.Y; } else if (Position.Y > box.Max.Y && Direction.Y != 0.0f) { maxT.Y = (box.Max.Y - Position.Y) / Direction.Y; } if (Position.Z < box.Min.Z && Direction.Z != 0.0f) { maxT.Z = (box.Min.Z - Position.Z) / Direction.Z; } else if (Position.Z > box.Max.Z && Direction.Z != 0.0f) { maxT.Z = (box.Max.Z - Position.Z) / Direction.Z; } //get the maximum maxT if (maxT.X > maxT.Y && maxT.X > maxT.Z) { if (maxT.X < 0.0f) { return(null);// ray go on opposite of face } //coordonate of hit point of face of cube float coord = Position.Z + maxT.X * Direction.Z; // if hit point coord ( intersect face with ray) is out of other plane coord it miss if (coord < box.Min.Z || coord > box.Max.Z) { return(null); } coord = Position.Y + maxT.X * Direction.Y; if (coord < box.Min.Y || coord > box.Max.Y) { return(null); } return(maxT.X); } if (maxT.Y > maxT.X && maxT.Y > maxT.Z) { if (maxT.Y < 0.0f) { return(null);// ray go on opposite of face } //coordonate of hit point of face of cube float coord = Position.Z + maxT.Y * Direction.Z; // if hit point coord ( intersect face with ray) is out of other plane coord it miss if (coord < box.Min.Z || coord > box.Max.Z) { return(null); } coord = Position.X + maxT.Y * Direction.X; if (coord < box.Min.X || coord > box.Max.X) { return(null); } return(maxT.Y); } else //Z { if (maxT.Z < 0.0f) { return(null);// ray go on opposite of face } //coordonate of hit point of face of cube float coord = Position.X + maxT.Z * Direction.X; // if hit point coord ( intersect face with ray) is out of other plane coord it miss if (coord < box.Min.X || coord > box.Max.X) { return(null); } coord = Position.Y + maxT.Z * Direction.Y; if (coord < box.Min.Y || coord > box.Max.Y) { return(null); } return(maxT.Z); } }