Example #1
0
/**
 * Given a track, fill the track with valid section
 * @param ut :: Initial track
 * @return Number of segments added
 */
int MeshObject2D::interceptSurface(Geometry::Track &ut) const {

  int originalCount = ut.count(); // Number of intersections original track

  const auto &norm = m_planeParameters.normal;
  auto t = -(ut.startPoint().scalar_prod(norm) +
             m_planeParameters.p0.scalar_prod(norm)) /
           ut.direction().scalar_prod(norm);

  // Intersects infinite plane. No point evaluating individual segements if this
  // fails
  if (t >= 0) {
    Kernel::V3D intersection;
    int entryExit;
    for (size_t i = 0; i < m_vertices.size(); i += 3) {
      if (MeshObjectCommon::rayIntersectsTriangle(
              ut.startPoint(), ut.direction(), m_vertices[i], m_vertices[i + 1],
              m_vertices[i + 2], intersection, entryExit)) {
        ut.addPoint(entryExit, intersection, *this);
        ut.buildLink();
        // All vertices on plane. So only one triangle intersection possible
        break;
      }
    }
  }

  return ut.count() - originalCount;
}
Example #2
0
/**
 * Given a track, fill the track with valid section
 * @param UT :: Initial track
 * @return Number of segments added
 */
int MeshObject::interceptSurface(Geometry::Track &UT) const {

  int originalCount = UT.count(); // Number of intersections original track
  BoundingBox bb = getBoundingBox();
  if (!bb.doesLineIntersect(UT)) {
    return 0;
  }

  std::vector<Kernel::V3D> intersectionPoints;
  std::vector<TrackDirection> entryExit;

  getIntersections(UT.startPoint(), UT.direction(), intersectionPoints,
                   entryExit);
  if (intersectionPoints.empty())
    return 0; // Quit if no intersections found

  // For a 3D mesh, a ray may intersect several segments
  for (size_t i = 0; i < intersectionPoints.size(); ++i) {
    UT.addPoint(entryExit[i], intersectionPoints[i], *this);
  }
  UT.buildLink();

  return UT.count() - originalCount;
}