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- // David Eberly, Geometric Tools, Redmond WA 98052
- // Copyright (c) 1998-2020
- // Distributed under the Boost Software License, Version 1.0.
- // https://www.boost.org/LICENSE_1_0.txt
- // https://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
- // Version: 4.0.2019.08.13
- #pragma once
- #include <Mathematics/IntrRay3AlignedBox3.h>
- #include <Mathematics/OrientedBox.h>
- // The test-intersection queries use the method of separating axes.
- // https://www.geometrictools.com/Documentation/MethodOfSeparatingAxes.pdf
- // The find-intersection queries use parametric clipping against the six
- // faces of the box. The find-intersection queries use Liang-Barsky
- // clipping. The queries consider the box to be a solid. The algorithms
- // are described in
- // https://www.geometrictools.com/Documentation/IntersectionLineBox.pdf
- namespace WwiseGTE
- {
- template <typename Real>
- class TIQuery<Real, Ray3<Real>, OrientedBox3<Real>>
- :
- public TIQuery<Real, Ray3<Real>, AlignedBox3<Real>>
- {
- public:
- struct Result
- :
- public TIQuery<Real, Ray3<Real>, AlignedBox3<Real>>::Result
- {
- // No additional information to compute.
- };
- Result operator()(Ray3<Real> const& ray, OrientedBox3<Real> const& box)
- {
- // Transform the ray to the oriented-box coordinate system.
- Vector3<Real> diff = ray.origin - box.center;
- Vector3<Real> rayOrigin
- {
- Dot(diff, box.axis[0]),
- Dot(diff, box.axis[1]),
- Dot(diff, box.axis[2])
- };
- Vector3<Real> rayDirection = Vector3<Real>
- {
- Dot(ray.direction, box.axis[0]),
- Dot(ray.direction, box.axis[1]),
- Dot(ray.direction, box.axis[2])
- };
- Result result;
- this->DoQuery(rayOrigin, rayDirection, box.extent, result);
- return result;
- }
- };
- template <typename Real>
- class FIQuery<Real, Ray3<Real>, OrientedBox3<Real>>
- :
- public FIQuery<Real, Ray3<Real>, AlignedBox3<Real>>
- {
- public:
- struct Result
- :
- public FIQuery<Real, Ray3<Real>, AlignedBox3<Real>>::Result
- {
- // No additional information to compute.
- };
- Result operator()(Ray3<Real> const& ray, OrientedBox3<Real> const& box)
- {
- // Transform the ray to the oriented-box coordinate system.
- Vector3<Real> diff = ray.origin - box.center;
- Vector3<Real> rayOrigin
- {
- Dot(diff, box.axis[0]),
- Dot(diff, box.axis[1]),
- Dot(diff, box.axis[2])
- };
- Vector3<Real> rayDirection = Vector3<Real>
- {
- Dot(ray.direction, box.axis[0]),
- Dot(ray.direction, box.axis[1]),
- Dot(ray.direction, box.axis[2])
- };
- Result result;
- this->DoQuery(rayOrigin, rayDirection, box.extent, result);
- for (int i = 0; i < result.numPoints; ++i)
- {
- result.point[i] = ray.origin + result.lineParameter[i] * ray.direction;
- }
- return result;
- }
- };
- }
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