示例#1
0
		public bool Raycast(ref Ray3D ray, out Vector3 point)
		{
			float dist;
			if (Geom3D.Raycast(ref this, ref ray, out dist))
			{
				point = ray.GetPoint(dist);
				return true;
			}
			point = ray.Point;
			return false;
		}
示例#2
0
文件: Geom3D.cs 项目: Rahil627/Rise
        public static bool Raycast(ref Plane plane, ref Ray3D ray, out float dist)
        {
            float dot = Vector3.Dot(ref ray.Normal, ref plane.Normal);

            if (Math.Abs(dot) < 0.00001f)
            {
                dist = 0f;
                return(false);
            }
            dist = (-plane.Distance - Vector3.Dot(plane.Normal, ray.Point)) / dot;
            if (dist <= 0f)
            {
                dist = 0f;
                return(false);
            }
            return(true);
        }
示例#3
0
文件: Plane.cs 项目: Rahil627/Rise
 public bool Raycast(Ray3D ray, out float dist)
 {
     return(Geom3D.Raycast(ref this, ref ray, out dist));
 }
示例#4
0
文件: Plane.cs 项目: Rahil627/Rise
 public bool Raycast(Ray3D ray, out Vector3 point)
 {
     return(Raycast(ref ray, out point));
 }
示例#5
0
文件: Geom3D.cs 项目: Rahil627/Rise
        public static bool Raycast(ref BoundingBox box, ref Ray3D ray, out float dist)
        {
            const float epsilon = 1e-6f;
            float?      tMin    = null;
            float?      tMax    = null;

            dist = 0f;

            if (Math.Abs(ray.Normal.X) < epsilon)
            {
                if (ray.Point.X < box.Min.X || ray.Point.X > box.Max.X)
                {
                    return(false);
                }
            }
            else
            {
                tMin = (box.Min.X - ray.Point.X) / ray.Normal.X;
                tMax = (box.Max.X - ray.Point.X) / ray.Normal.X;
                if (tMin > tMax)
                {
                    Calc.Swap(ref tMin, ref tMax);
                }
            }

            if (Math.Abs(ray.Normal.Y) < epsilon)
            {
                if (ray.Point.Y < box.Min.Y || ray.Point.Y > box.Max.Y)
                {
                    return(false);
                }
            }
            else
            {
                var tMinY = (box.Min.Y - ray.Point.Y) / ray.Normal.Y;
                var tMaxY = (box.Max.Y - ray.Point.Y) / ray.Normal.Y;
                if (tMinY > tMaxY)
                {
                    Calc.Swap(ref tMinY, ref tMaxY);
                }
                if ((tMin.HasValue && tMin > tMaxY) || (tMax.HasValue && tMinY > tMax))
                {
                    return(false);
                }
                if (!tMin.HasValue || tMinY > tMin)
                {
                    tMin = tMinY;
                }
                if (!tMax.HasValue || tMaxY < tMax)
                {
                    tMax = tMaxY;
                }
            }

            if (Math.Abs(ray.Normal.Z) < epsilon)
            {
                if (ray.Point.Z < box.Min.Z || ray.Point.Z > box.Max.Z)
                {
                    return(false);
                }
            }
            else
            {
                var tMinZ = (box.Min.Z - ray.Point.Z) / ray.Normal.Z;
                var tMaxZ = (box.Max.Z - ray.Point.Z) / ray.Normal.Z;
                if (tMinZ > tMaxZ)
                {
                    Calc.Swap(ref tMinZ, ref tMaxZ);
                }
                if ((tMin.HasValue && tMin > tMaxZ) || (tMax.HasValue && tMinZ > tMax))
                {
                    return(false);
                }
                if (!tMin.HasValue || tMinZ > tMin)
                {
                    tMin = tMinZ;
                }
                if (!tMax.HasValue || tMaxZ < tMax)
                {
                    tMax = tMaxZ;
                }
            }

            if (tMin < 0f || ((tMin.HasValue && tMin < 0f) && tMax > 0f))
            {
                return(false);
            }

            dist = tMin.Value;
            return(true);
        }