Exemplo n.º 1
0
    /**
     * Fire the test ray at the instrument and perform a bread-first search of the 
     * object tree to find the objects that were intersected.
     * @param testRay :: An input/output parameter that defines the track and accumulates the
     *        intersection results
     */
    void InstrumentRayTracer::fireRay(Track & testRay) const
    {
      // Go through the instrument tree and see if we get any hits by
      // (a) first testing the bounding box and if we're inside that then
      // (b) test the lower components.
      std::deque<IComponent_const_sptr> nodeQueue;

      //Start at the root of the tree
      nodeQueue.push_back(m_instrument);

      IComponent_const_sptr node;
      while( !nodeQueue.empty() )
      {
        node = nodeQueue.front();
        nodeQueue.pop_front();
        BoundingBox bbox;
        node->getBoundingBox(bbox);
        // Quick test. If this suceeds moved on to test the children
        if( bbox.doesLineIntersect(testRay) )
        {
          if( ICompAssembly_const_sptr assembly = boost::dynamic_pointer_cast<const ICompAssembly>(node) )
          {
            assembly->testIntersectionWithChildren(testRay, nodeQueue);
          }
          else
          {
            throw Kernel::Exception::NotImplementedError("Implement non-comp assembly interactions");
          }
        }
      }

    }
Exemplo n.º 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;
}