本文整理汇总了C++中pointIndexHit::setMiss方法的典型用法代码示例。如果您正苦于以下问题:C++ pointIndexHit::setMiss方法的具体用法?C++ pointIndexHit::setMiss怎么用?C++ pointIndexHit::setMiss使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类pointIndexHit
的用法示例。
在下文中一共展示了pointIndexHit::setMiss方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
void Foam::planeSearchableSurface::findLineAll
(
const point& start,
const point& end,
pointIndexHit& hit
) const
{
hit.setMiss();
vector dir=end-start;
scalar f=plane_.normalIntersect(start,dir);
if(0<=f && f<=1) {
hit.rawPoint()=start+f*dir;
hit.setHit();
hit.setIndex(0);
}
}
示例2: V
// From http://www.gamedev.net/community/forums/topic.asp?topic_id=467789 -
// intersection of cylinder with ray
void Foam::searchableCylinder::findLineAll
(
const point& start,
const point& end,
pointIndexHit& near,
pointIndexHit& far
) const
{
near.setMiss();
far.setMiss();
vector point1Start(start-point1_);
vector point2Start(start-point2_);
vector point1End(end-point1_);
// Quick rejection of complete vector outside endcaps
scalar s1 = point1Start&unitDir_;
scalar s2 = point1End&unitDir_;
if ((s1 < 0 && s2 < 0) || (s1 > magDir_ && s2 > magDir_))
{
return;
}
// Line as P = start+t*V where V is unit vector and t=[0..mag(end-start)]
vector V(end-start);
scalar magV = mag(V);
if (magV < ROOTVSMALL)
{
return;
}
V /= magV;
// We now get the nearest intersections to start. This can either be
// the intersection with the end plane or with the cylinder side.
// Get the two points (expressed in t) on the end planes. This is to
// clip any cylinder intersection against.
scalar tPoint1;
scalar tPoint2;
// Maintain the two intersections with the endcaps
scalar tNear = VGREAT;
scalar tFar = VGREAT;
{
scalar s = (V&unitDir_);
if (mag(s) > VSMALL)
{
tPoint1 = -s1/s;
tPoint2 = -(point2Start&unitDir_)/s;
if (tPoint2 < tPoint1)
{
Swap(tPoint1, tPoint2);
}
if (tPoint1 > magV || tPoint2 < 0)
{
return;
}
// See if the points on the endcaps are actually inside the cylinder
if (tPoint1 >= 0 && tPoint1 <= magV)
{
if (radius2(start+tPoint1*V) <= sqr(radius_))
{
tNear = tPoint1;
}
}
if (tPoint2 >= 0 && tPoint2 <= magV)
{
if (radius2(start+tPoint2*V) <= sqr(radius_))
{
// Check if already have a near hit from point1
if (tNear <= 1)
{
tFar = tPoint2;
}
else
{
tNear = tPoint2;
}
}
}
}
else
{
// Vector perpendicular to cylinder. Check for outside already done
// above so just set tpoint to allow all.
tPoint1 = -VGREAT;
tPoint2 = VGREAT;
}
}
const vector x = point1Start ^ unitDir_;
const vector y = V ^ unitDir_;
const scalar d = sqr(radius_);
//.........这里部分代码省略.........