示例#1
0
bool RaySphere(const Vector3& rayStart, const Vector3& rayDir,
               const Vector3& sphereCenter, float sphereRadius,
               float& t)
{
  ++Application::mStatistics.mRaySphereTests;
  //project sphere center on to line
  Math::Vector3 sphereVec = sphereCenter - rayStart;
  float floatingPointEpsilon = 0.0001f;
  float tClosestToRay = sphereVec.Dot(rayDir);
  if(tClosestToRay >= 0.0f)
  {
    Math::Vector3 pointClosestToSphere = rayStart + (rayDir * tClosestToRay);
    
    if((sphereCenter - pointClosestToSphere).LengthSq() <= (sphereRadius * sphereRadius))
    {
      //may be inside sphere, so we must calculate the length of ray that is inside the sphere and subtract
      //we can use cosine for this.
      //                                             adjacent                           hypotenuse
      float lenInSphere;
      if((sphereCenter - pointClosestToSphere).LengthSq() > floatingPointEpsilon)
      {
        lenInSphere = Math::ArcCos((sphereCenter - pointClosestToSphere).Length() / sphereRadius);
      }
      else
      {
        lenInSphere = sphereRadius;
      }
      //since raydir should be unit length, we can simply subtract this from our closest t
      //we max to make sure that we don't subtract past the start of the ray
      t = Math::Max(tClosestToRay - lenInSphere, 0.0f);
      return true;
    }
  }
  return false;
}
示例#2
0
float DistFromPlane(const Vector3& point, const Vector3& normal, float planeDistance)
{
  //compute the vector from plane's point to poi
  Math::Vector3 vectorToPoint = point - (normal * planeDistance);

  //project this vector on to the normal to find the distance from the plane
  return vectorToPoint.Dot(normal);
}
示例#3
0
// Checks if the ray intersects with a triangle defined by points p1, p2, p3
// Returns true if it intersects and the 't' distace of the intersection point
// from the ray origin 
bool Ray::CheckIntersection(const Vector3 &p1, const Vector3 &p2, const Vector3 &p3, float &t)
{
	Math::Vector3	vecAB = p2 - p1;
	Math::Vector3	vecAC = p3 - p1;
	
	Math::Vector3 cross;
	cross = mDirection.Cross(vecAC);
	
	float det = vecAB.Dot(cross);
	
	/*
	if(cull && det < 0.0001f)
	{
	   return false;
	}
	else
		*/
	if(det < 0.0001f && det > -0.0001f)
		return false;
	
	Math::Vector3 rayPointVec = mOrigin - p1;
	float test1 = rayPointVec.Dot(cross);
	
	if(test1 < 0.0f || test1 > det)
	   return false;
	
	Math::Vector3 cross2;
	cross2 = rayPointVec.Cross(vecAB);
	float test2 = mDirection.Dot(cross2);
	
	if(test2 < 0.0f || test1 + test2 > det)
	   return false;
	
	float inverseDet = 1.0f / det;
	
	t = vecAC.Dot(cross2);
	t *= inverseDet;
	
	return true;
}
示例#4
0
bool RayTriangle(const Vector3& rayStart, const Vector3& rayDir,
                 const Vector3& triP0, const Vector3& triP1, const Vector3& triP2,
                 float& t, float triExpansionEpsilon)
{
  ++Application::mStatistics.mRayTriangleTests;
  Math::Vector3 normal = (triP1 - triP0).Cross(triP2 - triP0).Normalized();
  if(RayPlane(rayStart, rayDir, Math::Vector4(normal.x, normal.y, normal.z, normal.Dot(triP0)), t))
  {
    Math::Vector3 pointOnPlane = (rayDir * t) + rayStart;
    Math::Vector3 barycentric;
    return BarycentricCoordinates(pointOnPlane, triP0, triP1, triP2, barycentric.x, barycentric.y, barycentric.z, triExpansionEpsilon);
  }
  return false;
}
示例#5
0
bool BarycentricCoordinates(const Vector3& point, const Vector3& a, const Vector3& b,
                            float& u, float& v, float epsilon)
{
  
  if(a != b)
  {
    Math::Vector3 ba = a - b;
    float baLen = ba.Length();
    
    Math::Vector3 normal = ba / baLen;
    u = normal.Dot(point - b) / baLen;
    v = 1.0f - u;

    if(u == Math::Clamp(u, -epsilon, 1.0f + epsilon))
    {
      if(v == Math::Clamp(v, -epsilon, 1.0f + epsilon))
      {
        return true;
      }
    }
  }
  return false;
}
bool PolyhedronColliderGeometry::RayCast(const Ray3 &ray, float maxDistance, float &t, Math::Vector3 &n) const
{
	Ray3 localRay;
	auto &body = mParent->Parent();
	localRay.pos = body.GlobalToLocal(ray.pos);
	localRay.dir = body.GlobalToLocalVec(ray.dir);
	const Math::Vector3 &p = localRay.pos;
	const Math::Vector3 &d = maxDistance * localRay.dir;
	const Math::Vector3 q = p + d;

	float tEnter = 0.0f;
	float tExit = 1.0f;

	auto &verts = mAdjacency.Verts();
	auto &edges = mAdjacency.Edges();
	auto &faces = mAdjacency.Faces();
	for (auto &face : faces)
	{
		if (!face.active)
			continue;

		// triangle edges
		auto &edge0 = edges[face.edge];
		auto &edge1 = edges[edge0.next];
		auto &edge2 = edges[edge1.next];

		// triangle verts & normal
		const Math::Vector3 &a = verts[edge0.vert].position;
		const Math::Vector3 &b = verts[edge1.vert].position;
		const Math::Vector3 &c = verts[edge2.vert].position;
		const Math::Vector3 normal = (b - a).Cross(c - a);

		float denom = normal.Dot(d);
		float dist = normal.Dot(p - a); // positive: outside plane

		// test if segment runs parallel to the plane
		if (std::fabs(denom) < EPSILON && dist > 0.0f)
			return false;

		const float tempT = -dist / denom;
		if (denom < -EPSILON)
		{
			if (tempT > tEnter)
			{
				n = normal;
				tEnter = tempT;
			}
		}
		else if (denom > EPSILON)
		{
			tExit = (tExit < tempT) ? tExit : tempT;
		}

		// early out
		if (tEnter > tExit) return false;
	}

	n = body.LocalToGlobalVec(n);
	n.Normalize();
	t = tEnter;
	return true;
}