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    Class DCurve3BoxTree

    tree of Oriented Boxes (OBB) for a DCurve3. Construction is sequential, ie pairs of segments are merged into boxes, then pairs of boxes, and so on

    [TODO] is this the best strategy? is there maybe some kind of sorting/sweepline algo? [TODO] would it make more sense to have more than just 2 segments at lowest level?

    Inheritance
    Object
    DCurve3BoxTree
    Inherited Members
    Object.ToString()
    Object.Equals(Object)
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetHashCode()
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: g3
    Assembly: cs.temp.dll.dll
    Syntax
    public class DCurve3BoxTree

    Constructors

    DCurve3BoxTree(DCurve3)

    Declaration
    public DCurve3BoxTree(DCurve3 curve)
    Parameters
    Type Name Description
    DCurve3 curve

    Fields

    Curve

    Declaration
    public DCurve3 Curve
    Field Value
    Type Description
    DCurve3

    Methods

    Distance(Vector3d)

    Declaration
    public double Distance(Vector3d pt)
    Parameters
    Type Name Description
    Vector3d pt
    Returns
    Type Description
    Double

    DistanceSquared(Vector3d)

    Declaration
    public double DistanceSquared(Vector3d pt)
    Parameters
    Type Name Description
    Vector3d pt
    Returns
    Type Description
    Double

    FindClosestRayIntersction(Ray3d, Double, out Int32, out Double)

    Find min-distance between ray and curve. Pass max_dist if you only care about a certain distance TODO: not 100% sure this is working properly... ?

    Declaration
    public bool FindClosestRayIntersction(Ray3d ray, double radius, out int hitSegment, out double fRayT)
    Parameters
    Type Name Description
    Ray3d ray
    Double radius
    Int32 hitSegment
    Double fRayT
    Returns
    Type Description
    Boolean

    NearestPoint(Vector3d)

    Declaration
    public Vector3d NearestPoint(Vector3d pt)
    Parameters
    Type Name Description
    Vector3d pt
    Returns
    Type Description
    Vector3d

    SquaredDistance(Ray3d, out Int32, out Double, out Double, Double)

    Find min-distance between ray and curve. Pass max_dist if you only care about a certain distance TODO: not 100% sure this is working properly... ?

    Declaration
    public double SquaredDistance(Ray3d ray, out int iNearSeg, out double fNearSegT, out double fRayT, double max_dist = 1.7976931348623157E+308)
    Parameters
    Type Name Description
    Ray3d ray
    Int32 iNearSeg
    Double fNearSegT
    Double fRayT
    Double max_dist
    Returns
    Type Description
    Double

    SquaredDistance(Vector3d, out Int32, out Double, Double)

    Declaration
    public double SquaredDistance(Vector3d pt, out int iNearSeg, out double fNearSegT, double max_dist = 1.7976931348623157E+308)
    Parameters
    Type Name Description
    Vector3d pt
    Int32 iNearSeg
    Double fNearSegT
    Double max_dist
    Returns
    Type Description
    Double
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