Rhino C++ API
8.10
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#include <opennurbs_plus.h>
Public Member Functions | |
ON_RayShooter () | |
ON_RayShooter (const ON_RayShooter &src) | |
void | ConstructHelper () |
ON_RayShooter & | operator= (const ON_RayShooter &src) |
bool | SetRayHelper (ON_3dPoint P, ON_3dPoint Q) |
bool | Shoot (const ON_3dPoint &P, const ON_3dVector &D, const ON_SimpleArray< const ON_Surface * > &surface_list, ON_X_EVENT &hit) |
bool | Shoot (const ON_3dPoint &P, const ON_3dVector &D, const ON_SimpleArray< const ON_SurfaceTreeNode * > &snode_list, ON_X_EVENT &hit) |
bool | Shoot (const ON_3dPoint &P, const ON_3dVector &D, const ON_Surface *surface, ON_X_EVENT &hit) |
bool | Shoot (const ON_3dPoint &P, const ON_3dVector &D, const ON_SurfaceTreeNode *snode, ON_X_EVENT &hit) |
bool | Shoot (ON_3dPoint P, ON_3dVector D, int snode_count, const ON_SurfaceTreeNode *const *snode_list, ON_X_EVENT &hit) |
bool | ShootRayHelper (const ON_SurfaceTreeNode *stree, double mins, double maxs, ON_X_EVENT &hit) |
Public Attributes | |
ON_CurveTree | m_curve_tree |
Workspace for holding ray information. More... | |
double | m_min_travel_distance |
ON_CurveTreeBezier | m_tree_bez |
ON_RayShooter::ON_RayShooter | ( | ) |
ON_RayShooter::ON_RayShooter | ( | const ON_RayShooter & | src | ) |
void ON_RayShooter::ConstructHelper | ( | ) |
For expert users ...
ON_RayShooter& ON_RayShooter::operator= | ( | const ON_RayShooter & | src | ) |
bool ON_RayShooter::SetRayHelper | ( | ON_3dPoint | P, |
ON_3dPoint | Q | ||
) |
bool ON_RayShooter::Shoot | ( | const ON_3dPoint & | P, |
const ON_3dVector & | D, | ||
const ON_SimpleArray< const ON_Surface * > & | surface_list, | ||
ON_X_EVENT & | hit | ||
) |
bool ON_RayShooter::Shoot | ( | const ON_3dPoint & | P, |
const ON_3dVector & | D, | ||
const ON_SimpleArray< const ON_SurfaceTreeNode * > & | snode_list, | ||
ON_X_EVENT & | hit | ||
) |
bool ON_RayShooter::Shoot | ( | const ON_3dPoint & | P, |
const ON_3dVector & | D, | ||
const ON_Surface * | surface, | ||
ON_X_EVENT & | hit | ||
) |
Description: Shoot a ray at a surface or collection of surfaces. Parameters: P - [in] start point D - [in] direction of infinite ray surface - [in] suface_list - [in] snode -[in] snode_list - [in] hit - [in/out] If hit.m_type = ON_X_EVENT::csx_point and 0.0 < hit.m_a[0], then a new hit will be returned only if it closer to the start of the ray. Example: Shoot a ray at a collection of "mirrors" and let it reflect.
ON_3dPoint P = ...; ///< ray starting point ON_3dVector D = ...; ///< ray direction int max_reflection_count = 100; ///< number of reflections ON_SimpleArray<const ON_Surface*> surface_list = ...;
/ polyline = path of reflected ray ON_Polyline polyline(m_max_bounce_count+1); polyline.Append(P);
/ shoot ... ON_RayShooter ray; ON_X_EVENT hit; ON_3dPoint Q; ON_3dVector V[3], N, T, R; double d; R = D; for ( i = 0; i < max_reflection_count; i++ ) { memset(&hit,0,sizeof(hit)); T = R; if ( !T.Unitize() ) break; if ( !ray.Shoot(Q,T,surface_list,hit) ) break; Q = hit.m_A[0]; polyline.Append(Q); if ( !hit.m_snodeB[0] ) break; hit.m_snodeB[0]->Evaluate(hit.m_b[0],hit.m_b[1],1,3,&V[0].x); N = ON_CrossProduct(V[1],V[2]); if ( !N.Unitize() ) break; d = N*T; R = T + (-2.0*d)*N; ///< R = reflection direction }
Returns: True if the ray hits a surface.
bool ON_RayShooter::Shoot | ( | const ON_3dPoint & | P, |
const ON_3dVector & | D, | ||
const ON_SurfaceTreeNode * | snode, | ||
ON_X_EVENT & | hit | ||
) |
bool ON_RayShooter::Shoot | ( | ON_3dPoint | P, |
ON_3dVector | D, | ||
int | snode_count, | ||
const ON_SurfaceTreeNode *const * | snode_list, | ||
ON_X_EVENT & | hit | ||
) |
bool ON_RayShooter::ShootRayHelper | ( | const ON_SurfaceTreeNode * | stree, |
double | mins, | ||
double | maxs, | ||
ON_X_EVENT & | hit | ||
) |
Parameters: mins - [in] minimum normalized line parameter maxs - [in] maximum normalized line parameter
ON_CurveTree ON_RayShooter::m_curve_tree |
Workspace for holding ray information.
double ON_RayShooter::m_min_travel_distance |
Minimum 3d distance the ray must travel from "P" before an intersection is considered a "hit".
The default is zero.
ON_CurveTreeBezier ON_RayShooter::m_tree_bez |