コード例 #1
0
ファイル: WmlIntrLin3Cyl3.cpp プロジェクト: Steven0818/Deform
bool Wml::FindIntersection (const Ray3<Real>& rkRay,
    const Cylinder3<Real>& rkCylinder, int& riQuantity,
    Vector3<Real> akPoint[2])
{
    Real afT[2];

    if ( rkCylinder.Capped() )
    {
        riQuantity = Find(rkRay.Origin(),rkRay.Direction(),rkCylinder,afT);
    }
    else
    {
        riQuantity = FindHollow(rkRay.Origin(),rkRay.Direction(),
            rkCylinder,afT);
    }

    int iClipQuantity = 0;
    for (int i = 0; i < riQuantity; i++)
    {
        if ( afT[i] >= (Real)0.0 )
        {
            akPoint[iClipQuantity++] = rkRay.Origin() +
                afT[i]*rkRay.Direction();
        }
    }

    riQuantity = iClipQuantity;
    return riQuantity > 0;
}
コード例 #2
0
//----------------------------------------------------------------------------
bool Mgc::TestIntersection (const Ray3& rkRay, const Box3& rkBox)
{
    Real fWdU[3], fAWdU[3], fDdU[3], fADdU[3], fAWxDdU[3], fRhs;

    Vector3 kDiff = rkRay.Origin() - rkBox.Center();

    fWdU[0] = rkRay.Direction().Dot(rkBox.Axis(0));
    fAWdU[0] = Math::FAbs(fWdU[0]);
    fDdU[0] = kDiff.Dot(rkBox.Axis(0));
    fADdU[0] = Math::FAbs(fDdU[0]);
    if ( fADdU[0] > rkBox.Extent(0) && fDdU[0]*fWdU[0] >= 0.0f )
        return false;

    fWdU[1] = rkRay.Direction().Dot(rkBox.Axis(1));
    fAWdU[1] = Math::FAbs(fWdU[1]);
    fDdU[1] = kDiff.Dot(rkBox.Axis(1));
    fADdU[1] = Math::FAbs(fDdU[1]);
    if ( fADdU[1] > rkBox.Extent(1) && fDdU[1]*fWdU[1] >= 0.0f )
        return false;

    fWdU[2] = rkRay.Direction().Dot(rkBox.Axis(2));
    fAWdU[2] = Math::FAbs(fWdU[2]);
    fDdU[2] = kDiff.Dot(rkBox.Axis(2));
    fADdU[2] = Math::FAbs(fDdU[2]);
    if ( fADdU[2] > rkBox.Extent(2) && fDdU[2]*fWdU[2] >= 0.0f )
        return false;

    Vector3 kWxD = rkRay.Direction().Cross(kDiff);

    fAWxDdU[0] = Math::FAbs(kWxD.Dot(rkBox.Axis(0)));
    fRhs = rkBox.Extent(1)*fAWdU[2] + rkBox.Extent(2)*fAWdU[1];
    if ( fAWxDdU[0] > fRhs )
        return false;

    fAWxDdU[1] = Math::FAbs(kWxD.Dot(rkBox.Axis(1)));
    fRhs = rkBox.Extent(0)*fAWdU[2] + rkBox.Extent(2)*fAWdU[0];
    if ( fAWxDdU[1] > fRhs )
        return false;

    fAWxDdU[2] = Math::FAbs(kWxD.Dot(rkBox.Axis(2)));
    fRhs = rkBox.Extent(0)*fAWdU[1] + rkBox.Extent(1)*fAWdU[0];
    if ( fAWxDdU[2] > fRhs )
        return false;

    return true;
}
コード例 #3
0
//----------------------------------------------------------------------------
bool Mgc::FindIntersection (const Ray3& rkRay, const Triangle3& rkTriangle,
    Vector3& rkPoint)
{
    Real fRayP;
    if ( SqrDistance(rkRay,rkTriangle,&fRayP) <= gs_fEpsilon )
    {
        rkPoint = rkRay.Origin() + fRayP*rkRay.Direction();
        return true;
    }
    return false;
}
コード例 #4
0
Real Mgc::SqrDistance (const Vector3& rkPoint, const Ray3& rkRay,

    Real* pfParam)

{

    Vector3 kDiff = rkPoint - rkRay.Origin();

    Real fT = kDiff.Dot(rkRay.Direction());



    if ( fT <= 0.0f )

    {

        fT = 0.0f;

    }

    else

    {

        fT /= rkRay.Direction().SquaredLength();

        kDiff -= fT*rkRay.Direction();

    }



    if ( pfParam )

        *pfParam = fT;



    return kDiff.SquaredLength();

}
コード例 #5
0
//----------------------------------------------------------------------------
bool Mgc::FindIntersection (const Ray3& rkRay, const Box3& rkBox,
    int& riQuantity, Vector3 akPoint[2])
{
    // convert ray to box coordinates
    Vector3 kDiff = rkRay.Origin() - rkBox.Center();
    Vector3 kOrigin(
        kDiff.Dot(rkBox.Axis(0)),
        kDiff.Dot(rkBox.Axis(1)),
        kDiff.Dot(rkBox.Axis(2))
    );
    Vector3 kDirection(
        rkRay.Direction().Dot(rkBox.Axis(0)),
        rkRay.Direction().Dot(rkBox.Axis(1)),
        rkRay.Direction().Dot(rkBox.Axis(2))
    );

    Real fT0 = 0.0f, fT1 = Math::MAX_REAL;
    bool bIntersects = FindIntersection(kOrigin,kDirection,rkBox.Extents(),
        fT0,fT1);

    if ( bIntersects )
    {
        if ( fT0 > 0.0f )
        {
            riQuantity = 2;
            akPoint[0] = rkRay.Origin() + fT0*rkRay.Direction();
            akPoint[1] = rkRay.Origin() + fT1*rkRay.Direction();
        }
        else  // fT0 == 0
        {
            riQuantity = 1;
            akPoint[0] = rkRay.Origin() + fT1*rkRay.Direction();
        }
    }
    else
    {
        riQuantity = 0;
    }

    return bIntersects;
}
コード例 #6
0
ファイル: WmlDistVec3Lin3.cpp プロジェクト: Steven0818/Deform
Real Wml::SqrDistance (const Vector3<Real>& rkPoint, const Ray3<Real>& rkRay,
    Real* pfParam)
{
    Vector3<Real> kDiff = rkPoint - rkRay.Origin();
    Real fT = kDiff.Dot(rkRay.Direction());

    if ( fT <= (Real)0.0 )
    {
        fT = (Real)0.0;
    }
    else
    {
        fT /= rkRay.Direction().SquaredLength();
        kDiff -= fT*rkRay.Direction();
    }

    if ( pfParam )
        *pfParam = fT;

    return kDiff.SquaredLength();
}
コード例 #7
0
//----------------------------------------------------------------------------
Real Mgc::SqrDistance (const Ray3& rkRay, const Box3& rkBox, Real* pfLParam,
    Real* pfBParam0, Real* pfBParam1, Real* pfBParam2)
{
#ifdef _DEBUG
    // The four parameters pointers are either all non-null or all null.
    if ( pfLParam )
    {
        assert( pfBParam0 && pfBParam1 && pfBParam2 );
    }
    else
    {
        assert( !pfBParam0 && !pfBParam1 && !pfBParam2 );
    }
#endif

    Line3 kLine;
    kLine.Origin() = rkRay.Origin();
    kLine.Direction() = rkRay.Direction();

    Real fLP, fBP0, fBP1, fBP2;
    Real fSqrDistance = SqrDistance(kLine,rkBox,&fLP,&fBP0,&fBP1,&fBP2);
    if ( fLP >= 0.0f )
    {
        if ( pfLParam )
        {
            *pfLParam = fLP;
            *pfBParam0 = fBP0;
            *pfBParam1 = fBP1;
            *pfBParam2 = fBP2;
        }

        return fSqrDistance;
    }
    else
    {
        fSqrDistance = SqrDistance(rkRay.Origin(),rkBox,pfBParam0,
            pfBParam1,pfBParam2);

        if ( pfLParam )
            *pfLParam = 0.0f;

        return fSqrDistance;
    }
}
コード例 #8
0
bool Mgc::FindIntersection (const Ray3& rkRay, const Sphere& rkSphere,

    int& riQuantity, Vector3 akPoint[2])

{

    // set up quadratic Q(t) = a*t^2 + 2*b*t + c

    Vector3 kDiff = rkRay.Origin() - rkSphere.Center();

    Real fA = rkRay.Direction().SquaredLength();

    Real fB = kDiff.Dot(rkRay.Direction());

    Real fC = kDiff.SquaredLength() -

        rkSphere.Radius()*rkSphere.Radius();



    Real afT[2];

    Real fDiscr = fB*fB - fA*fC;

    if ( fDiscr < 0.0f )

    {

        riQuantity = 0;

        return false;

    }

    else if ( fDiscr > 0.0f )

    {

        Real fRoot = Math::Sqrt(fDiscr);

        Real fInvA = 1.0f/fA;

        afT[0] = (-fB - fRoot)*fInvA;

        afT[1] = (-fB + fRoot)*fInvA;



        if ( afT[0] >= 0.0f )

        {

            riQuantity = 2;

            akPoint[0] = rkRay.Origin() + afT[0]*rkRay.Direction();

            akPoint[1] = rkRay.Origin() + afT[1]*rkRay.Direction();

            return true;

        }

        else if ( afT[1] >= 0.0f )

        {

            riQuantity = 1;

            akPoint[0] = rkRay.Origin() + afT[1]*rkRay.Direction();

            return true;

        }

        else

        {

            riQuantity = 0;

            return false;

        }

    }

    else

    {

        afT[0] = -fB/fA;

        if ( afT[0] >= 0.0f )

        {

            riQuantity = 1;

            akPoint[0] = rkRay.Origin() + afT[0]*rkRay.Direction();

            return true;

        }

        else

        {

            riQuantity = 0;

            return false;

        }

    }

}