Example #1
0
  private float getCylinderDistance(IVector3f i_rayOrigin, IVector3f i_rayDirection) {

    // if we hit one of the end caps, we are done
    float d = getCapDistance(i_rayOrigin, i_rayDirection);
    if (!Float.isNaN(d)) return d;

    // it's much quicker to intersect with a cylinder that stands on the
    // origin and extends along the positive Z axis, so translate the ray
    // accordingly
    Vector3f newOrigin = Draw3DCache.getVector3f();
    try {
      Math3D.translate(i_rayOrigin, -0.5f, -0.5f, 0, newOrigin);

      // now intersect with infinite cylinder along Z axis:
      float xo = newOrigin.getX();
      float yo = newOrigin.getY();
      float xd = i_rayDirection.getX();
      float yd = i_rayDirection.getY();

      float A = xd * xd + yd * yd;
      float B = 2 * (xo * xd + yo * yd);
      float C = xo * xo + yo * yo - 0.25f; // radius^2 = 0.25f

      Math3D.solveQuadraticEquation(A, B, C, TMP_F2);
      return Math3D.minDistance(TMP_F2);
    } finally {
      Draw3DCache.returnVector3f(newOrigin);
    }
  }
Example #2
0
  /**
   * {@inheritDoc}
   *
   * @see org.eclipse.draw3d.AbstractSurface#getYAxis(org.eclipse.draw3d.geometry.Vector3f)
   */
  @Override
  protected Vector3f getYAxis(Vector3f io_result) {

    ICamera camera = m_scene.getCamera();
    Vector3f yAxis = camera.getUpVector(io_result);

    yAxis.scale(-1);
    return yAxis;
  }
Example #3
0
  /**
   * Creates a new cylinder with the given position, number of segments and radius proportions.
   *
   * @param i_position3D the position of this shape
   * @param i_segments the number of segments
   * @param i_radiusProportions the radius proportions
   * @param i_superimposed whether this shape is superimposed
   */
  public CylinderShape(
      IPosition3D i_position3D, int i_segments, float i_radiusProportions, boolean i_superimposed) {

    super(i_position3D);

    m_superimposed = i_superimposed;

    if (i_segments < 3)
      throw new IllegalArgumentException("cylinders must have at least 3 segments");

    if (i_radiusProportions < 0 || i_radiusProportions > 1)
      throw new IllegalArgumentException("radius proportions must be between 0 and 1, inclusive");

    CylinderConfigKey key = new CylinderConfigKey(i_segments, i_radiusProportions);

    m_config = CONFIG_CACHE.get(key);
    if (m_config == null) {

      // calculate top vertices
      IVector3f[] top = new IVector3f[i_segments];

      double c = 0;
      double a = 2 * Math.PI / i_segments;

      for (int i = 0; i < i_segments; i++) {
        float x = (float) Math.cos(c) / 2 + 0.5f;
        float y = (float) Math.sin(c) / 2 + 0.5f;

        top[i] = new Vector3fImpl(x, y, 1);
        c += a;
      }

      // calculate bottom vertices
      IVector3f[] bottom;
      if (i_radiusProportions == 0) bottom = new IVector3f[] {new Vector3fImpl(0.5f, 0.5f, 0)};
      else {
        bottom = new IVector3f[i_segments];
        for (int i = 0; i < top.length; i++) {
          Vector3f v = new Vector3fImpl(top[i]);
          if (i_radiusProportions != 1) {
            v.translate(-0.5f, -0.5f, -1);
            v.scale(i_radiusProportions);
            v.translate(0.5f, 0.5f, 0);
          } else v.translate(0, 0, -1);
          bottom[i] = v;
        }
      }

      m_config = new CylinderConfig(i_radiusProportions, top, bottom);
      CONFIG_CACHE.put(key, m_config);
    }

    m_fillKey = new CylinderKey(i_segments, i_radiusProportions, false);
    m_outlineKey = new CylinderKey(i_segments, i_radiusProportions, true);
  }
Example #4
0
  private float doGetConeDistance(
      Vector3f rayOrigin, IVector3f rayDirection, float i_minZ, float i_height) {

    float sa2 = m_config.getSinApex2();
    float ca2 = m_config.getCosApex2();

    float xo = rayOrigin.getX();
    float yo = rayOrigin.getY();
    float zo = rayOrigin.getZ();

    float xd = rayDirection.getX();
    float yd = rayDirection.getY();
    float zd = rayDirection.getZ();

    float xo2 = xo * xo;
    float yo2 = yo * yo;
    float zo2 = zo * zo;

    float xd2 = xd * xd;
    float yd2 = yd * yd;
    float zd2 = zd * zd;

    float A = ca2 * (xd2 + yd2) - sa2 * zd2;
    float B = 2 * (ca2 * (xo * xd + yo * yd) - sa2 * zo * zd);
    float C = ca2 * (xo2 + yo2) - sa2 * zo2;

    Math3D.solveQuadraticEquation(A, B, C, TMP_F2);

    // we must check the z coordinates of possible hits now
    float d0 = TMP_F2[0];
    float d1 = TMP_F2[1];

    float zi0 = Float.isNaN(d0) ? Float.NaN : zo + zd * d0;
    float zi1 = Float.isNaN(d1) ? Float.NaN : zo + zd * d1;

    boolean v0 = Math3D.in(i_minZ, i_height, zi0);
    boolean v1 = Math3D.in(i_minZ, i_height, zi1);

    if (!v0 && !v1) return Float.NaN;

    if (v0 && v1) return Math3D.minDistance(d0, d1);

    if (v0) return d0;

    return d1;
  }
Example #5
0
  /**
   * {@inheritDoc}
   *
   * @see org.eclipse.draw3d.AbstractSurface#calculateNormal(org.eclipse.draw3d.geometry.Vector3f)
   */
  @Override
  protected void calculateNormal(Vector3f io_normal) {

    io_normal.set(IVector3f.NULLVEC3f);
  }