ray plane interesection done

basic test impplemented
This commit is contained in:
SND\floAr_cp 2011-11-05 13:59:58 +00:00
parent a73e35c9c4
commit 3e7b5c82af
3 changed files with 102 additions and 3 deletions

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@ -66,6 +66,7 @@
<Compile Include="Strukturen\MatrixTest.cs" />
<Compile Include="Strukturen\PlaneTest.cs" />
<Compile Include="Strukturen\PointTest.cs" />
<Compile Include="Strukturen\RayTest.cs" />
<Compile Include="Strukturen\RectangleTest.cs" />
<Compile Include="Strukturen\Vector2Test.cs" />
<Compile Include="Strukturen\Vector3Test.cs" />

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@ -0,0 +1,94 @@
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using NUnit.Framework;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
using XNAVector3 = Microsoft.Xna.Framework.Vector3;
using ANXVector3 = ANX.Framework.Vector3;
using XNAVector4 = Microsoft.Xna.Framework.Vector4;
using ANXVector4 = ANX.Framework.Vector4;
using XNABoundingBox = Microsoft.Xna.Framework.BoundingBox;
using ANXBoundingBox = ANX.Framework.BoundingBox;
using XNABoundingSphere = Microsoft.Xna.Framework.BoundingSphere;
using ANXBoundingSphere = ANX.Framework.BoundingSphere;
using XNABoundingFrustum = Microsoft.Xna.Framework.BoundingFrustum;
using ANXBoundingFrustum = ANX.Framework.BoundingFrustum;
using XNAPlane = Microsoft.Xna.Framework.Plane;
using ANXPlane = ANX.Framework.Plane;
using XNARay = Microsoft.Xna.Framework.Ray;
using ANXRay = ANX.Framework.Ray;
namespace ANX.Framework.TestCenter.Strukturen
{
[TestFixture]
class RayTest
{
[Test]
public void IntersectsPlane()
{
XNAPlane xna = new XNAPlane(new XNAVector3(-10, -10, -10), new XNAVector3(0, -10, -10), new XNAVector3(-10, 0, -10));
ANXPlane anx = new ANXPlane(new ANXVector3(-10, -10, -10), new ANXVector3(0, -10, -10), new ANXVector3(-10, 0, -10));
XNARay xray = new XNARay(new XNAVector3(0, 0, 0), new XNAVector3(-1, -1 , 0));
ANXRay aray = new ANXRay(new ANXVector3(0, 0, 0), new ANXVector3(-1, -1, 0));
Assert.AreEqual(xray.Intersects(xna), aray.Intersects(anx));
}
}
}

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@ -142,15 +142,19 @@ namespace ANX.Framework
}
public void Intersects(ref Plane plane, out Nullable<float> result)
{
//http://www.cs.toronto.edu/~smalik/418/tutorial8_ray_primitive_intersections.pdf
float vd = Vector3.Dot(plane.Normal, this.Direction);
//As plane and Ray are infinitiv it intersects in every case, except the ray is parrales to the plane
//no intersection if ray direction and plane normal are orthogional to each other
if (Vector3.Dot(plane.Normal, this.Direction) == 0)
if (vd == 0)
{
result = null;
return;
}
throw new Exception("method has not yet been implemented");
float v0 = -Vector3.Dot(plane.Normal, this.Position) + plane.D;
float t = v0 / vd;
result=(this.Direction*t).Length();
}
public override string ToString()