Пример #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);
    }
  }
 protected static PositionableShape createCube(
     float headHeight, IVector3f size, IVector3f location) {
   Position3D p3 = Position3DUtil.createAbsolutePosition();
   p3.setCenter3D(new Vector3fImpl(location.getX(), location.getY(), location.getZ()));
   p3.setSize3D(size);
   CuboidShape shape = new CuboidShape(p3, true);
   shape.setFill(true);
   shape.setOutline(true);
   return shape;
 }
Пример #3
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;
  }