示例#1
0
 int recursionsStopper; //safety variable to avoid endless recursions.
 /// <summary>
 /// If the new location is on another face than the initial one, this method will loop until the final location of the itteretation is found.
 /// </summary>
 /// <param name="holes"></param>
 /// <param name="p"></param>
 /// <param name="parameter"></param>
 /// <param name="velocity"></param>
 /// <param name="faceIndex"></param>
 private void NewLocationCheck(IList<Hole> holes, Point3d p, double parameter, Vector3d velocity, int faceIndex)
 {
     recursionsStopper += 1;
     bool intersection;
     int edgeParameter;
     int vertexOneIndex;
     int vertexTwoIndex;
     double moveParameter;
     velocity = parameter * velocity;
     HasMovedOutsideFace(p, velocity, faceIndex, out intersection, out edgeParameter, out moveParameter);
     if (intersection)
     {
         GetVertexIndexesOfEdge(faceIndex, edgeParameter, out vertexOneIndex, out vertexTwoIndex);
         if (IsEdgeNaked(vertexOneIndex, vertexTwoIndex, faceIndex))
         {
             this.newPoint = BounceOfBoundary(p, velocity, vertices[vertexOneIndex], vertices[vertexTwoIndex], mesh.FaceNormals[faceIndex]);
             this.meshFullPoint = mesh.ClosestMeshPoint(this.newPoint, 0.0);
         }
         else
         {
             Point3d intersectionPoint = p + velocity * moveParameter * 1.01; //multiplied by 1.01 to make sure that it doesn't cross same edge twice
             Vector3d RotatedVelocityVector = RotateVectorToNewFace(mesh.FaceNormals[faceIndex], mesh.FaceNormals[getOtherFaceIndex(vertexOneIndex, vertexTwoIndex, faceIndex)], vertices[vertexOneIndex], vertices[vertexTwoIndex], velocity);
             this.newPoint = intersectionPoint + RotatedVelocityVector * (1 - moveParameter);
             this.meshFullPoint = mesh.ClosestMeshPoint(newPoint, 0.0);
             this.newVelocityVector = RotatedVelocityVector;
             if (recursionsStopper < 30)
             {
                 this.NewLocationCheck(holes, intersectionPoint, (1 - moveParameter), newVelocityVector, getOtherFaceIndex(vertexOneIndex, vertexTwoIndex, faceIndex));
             }
         }
     }
 }
示例#2
0
 /// <summary>
 /// Calculates the new location of a point after being moved.
 /// </summary>
 /// <param name="holes"></param>
 public void CalculateNewLocation(IList<Hole> holes)
 {
     this.CalculateNewRadius();
     this.CalculateVelocity(holes);
     this.newPoint = this.point + this.newVelocityVector;
     this.meshFullPoint = mesh.ClosestMeshPoint(newPoint, 0.0);
     this.NewLocationCheck(holes, this.point, 1, this.newVelocityVector, mesh.FaceIndexOfClosestPoint(this.point));
 }