ray plane interesection done
basic test impplemented
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<Compile Include="Strukturen\MatrixTest.cs" />
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<Compile Include="Strukturen\PlaneTest.cs" />
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<Compile Include="Strukturen\PointTest.cs" />
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<Compile Include="Strukturen\RayTest.cs" />
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<Compile Include="Strukturen\RectangleTest.cs" />
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<Compile Include="Strukturen\Vector2Test.cs" />
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<Compile Include="Strukturen\Vector3Test.cs" />
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ANX.Framework.TestCenter/Strukturen/RayTest.cs
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ANX.Framework.TestCenter/Strukturen/RayTest.cs
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#region Using Statements
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using NUnit.Framework;
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#endregion // Using Statements
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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using XNAVector3 = Microsoft.Xna.Framework.Vector3;
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using ANXVector3 = ANX.Framework.Vector3;
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using XNAVector4 = Microsoft.Xna.Framework.Vector4;
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using ANXVector4 = ANX.Framework.Vector4;
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using XNABoundingBox = Microsoft.Xna.Framework.BoundingBox;
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using ANXBoundingBox = ANX.Framework.BoundingBox;
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using XNABoundingSphere = Microsoft.Xna.Framework.BoundingSphere;
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using ANXBoundingSphere = ANX.Framework.BoundingSphere;
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using XNABoundingFrustum = Microsoft.Xna.Framework.BoundingFrustum;
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using ANXBoundingFrustum = ANX.Framework.BoundingFrustum;
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using XNAPlane = Microsoft.Xna.Framework.Plane;
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using ANXPlane = ANX.Framework.Plane;
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using XNARay = Microsoft.Xna.Framework.Ray;
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using ANXRay = ANX.Framework.Ray;
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namespace ANX.Framework.TestCenter.Strukturen
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{
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[TestFixture]
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class RayTest
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{
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[Test]
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public void IntersectsPlane()
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{
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XNAPlane xna = new XNAPlane(new XNAVector3(-10, -10, -10), new XNAVector3(0, -10, -10), new XNAVector3(-10, 0, -10));
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ANXPlane anx = new ANXPlane(new ANXVector3(-10, -10, -10), new ANXVector3(0, -10, -10), new ANXVector3(-10, 0, -10));
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XNARay xray = new XNARay(new XNAVector3(0, 0, 0), new XNAVector3(-1, -1 , 0));
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ANXRay aray = new ANXRay(new ANXVector3(0, 0, 0), new ANXVector3(-1, -1, 0));
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Assert.AreEqual(xray.Intersects(xna), aray.Intersects(anx));
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}
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}
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}
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@ -142,15 +142,19 @@ namespace ANX.Framework
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}
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public void Intersects(ref Plane plane, out Nullable<float> result)
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{
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//http://www.cs.toronto.edu/~smalik/418/tutorial8_ray_primitive_intersections.pdf
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float vd = Vector3.Dot(plane.Normal, this.Direction);
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//As plane and Ray are infinitiv it intersects in every case, except the ray is parrales to the plane
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//no intersection if ray direction and plane normal are orthogional to each other
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if (Vector3.Dot(plane.Normal, this.Direction) == 0)
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if (vd == 0)
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{
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result = null;
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return;
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}
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throw new Exception("method has not yet been implemented");
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float v0 = -Vector3.Dot(plane.Normal, this.Position) + plane.D;
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float t = v0 / vd;
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result=(this.Direction*t).Length();
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}
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public override string ToString()
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