本文整理汇总了C#中Ray.ToWorld方法的典型用法代码示例。如果您正苦于以下问题:C# Ray.ToWorld方法的具体用法?C# Ray.ToWorld怎么用?C# Ray.ToWorld使用的例子?那么恭喜您, 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Ray
的用法示例。
在下文中一共展示了Ray.ToWorld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: ToWorld
public void ToWorld()
{
Vector3F startPoint = new Vector3F(10, 20, -40);
Vector3F endPoint = new Vector3F(-22, 34, 45);
Ray ray = new Ray(startPoint, (endPoint - startPoint).Normalized, (endPoint - startPoint).Length);
Pose pose = new Pose(new Vector3F(-5, 100, -20), Matrix33F.CreateRotation(new Vector3F(1, 2, 3), 0.123f));
startPoint = pose.ToWorldPosition(startPoint);
endPoint = pose.ToWorldPosition(endPoint);
ray.ToWorld(ref pose);
Assert.IsTrue(Vector3F.AreNumericallyEqual(startPoint, ray.Origin));
Assert.IsTrue(Vector3F.AreNumericallyEqual(endPoint, ray.Origin + ray.Direction * ray.Length));
}
示例2: ComputeCollision
public override void ComputeCollision(ContactSet contactSet, CollisionQueryType type)
{
if (type == CollisionQueryType.ClosestPoints)
{
// Just use normal composite shape algorithm.
_triangleMeshAlgorithm.ComputeCollision(contactSet, type);
return;
}
Debug.Assert(type != CollisionQueryType.ClosestPoints, "Closest point queries should have already been handled!");
// Mesh = A, Ray = B
IGeometricObject meshObject = contactSet.ObjectA.GeometricObject;
IGeometricObject rayObject = contactSet.ObjectB.GeometricObject;
// Object A should be the mesh, swap objects if necessary.
bool swapped = (meshObject.Shape is RayShape);
if (swapped)
MathHelper.Swap(ref rayObject, ref meshObject);
RayShape rayShape = rayObject.Shape as RayShape;
TriangleMeshShape meshShape = meshObject.Shape as TriangleMeshShape;
// Check if shapes are correct.
if (rayShape == null || meshShape == null)
throw new ArgumentException("The contact set must contain a ray and a triangle mesh shape.", "contactSet");
// Assume no contact.
contactSet.HaveContact = false;
// Get transformations.
Vector3F rayScale = rayObject.Scale;
Pose rayPose = rayObject.Pose;
Vector3F meshScale = meshObject.Scale;
Pose meshPose = meshObject.Pose;
// Ray in world space.
Ray rayWorld = new Ray(rayShape);
rayWorld.Scale(ref rayScale); // Scale ray.
rayWorld.ToWorld(ref rayPose); // Transform ray to world space.
// Ray in local scaled space of the mesh.
Ray ray = rayWorld;
ray.ToLocal(ref meshPose); // Transform ray to local space of composite.
// Ray in local unscaled space of the mesh.
Ray rayUnscaled = ray;
var inverseCompositeScale = Vector3F.One / meshScale;
rayUnscaled.Scale(ref inverseCompositeScale);
ITriangleMesh triangleMesh = meshShape.Mesh;
bool isTwoSided = meshShape.IsTwoSided;
if (meshShape.Partition != null)
{
// ----- Mesh with BVH vs. Ray -----
foreach (var childIndex in meshShape.Partition.GetOverlaps(rayUnscaled))
{
Triangle triangle = triangleMesh.GetTriangle(childIndex);
AddContact(contactSet, swapped, type, ref rayWorld, ref ray, ref triangle, childIndex, ref meshPose, ref meshScale, isTwoSided);
if (type == CollisionQueryType.Boolean && contactSet.HaveContact)
break; // We can abort early.
}
}
else
{
// ----- Mesh vs. Ray -----
var rayUnscaledDirectionInverse = new Vector3F(
1 / rayUnscaled.Direction.X,
1 / rayUnscaled.Direction.Y,
1 / rayUnscaled.Direction.Z);
float epsilon = Numeric.EpsilonF * (1 + meshObject.Aabb.Extent.Length);
int numberOfTriangles = triangleMesh.NumberOfTriangles;
for (int i = 0; i < numberOfTriangles; i++)
{
Triangle triangle = triangleMesh.GetTriangle(i);
// Make ray vs AABB check first. We could skip this because the ray vs. triangle test
// is also fast. But experiments (ray vs sphere mesh) have shown that making an
// additional ray vs. AABB test first makes the worst case more than 20% faster.
if (GeometryHelper.HaveContact(triangle.Aabb, rayUnscaled.Origin, rayUnscaledDirectionInverse, rayUnscaled.Length, epsilon))
{
AddContact(contactSet, swapped, type, ref rayWorld, ref ray, ref triangle, i, ref meshPose, ref meshScale, isTwoSided);
// We have contact and stop for boolean queries.
if (contactSet.HaveContact && type == CollisionQueryType.Boolean)
break;
}
}
}
}