Para obtener la línea de intersección entre dos rectángulos en 3D, los convertí en planos, luego obtuve la línea de intersección utilizando el producto cruzado de sus normales, luego trato de obtener la intersección de líneas con cada uno segmento de línea del rectángulo.Intersección entre dos rectángulos en 3D
El problema es la línea es paralela a tres segmentos, y se cruzan con sólo uno de cada NAN, NAN, NAN que es totalmente equivocado. ¿Me puede avisar qué hay de malo en mi código?
utilizo vector3 desde este enlace http://www.koders.com/csharp/fidCA8558A72AF7D3E654FDAFA402A168B8BC23C22A.aspx
y creó mi clase plano que tras
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace referenceLineAlgorithm
{
struct Line
{
public Vector3 direction;
public Vector3 point;
}
struct lineSegment
{
public Vector3 firstPoint;
public Vector3 secondPoint;
}
class plane_test
{
public enum Line3DResult
{
Line3DResult_Parallel = 0,
Line3DResult_SkewNoCross = 1,
Line3DResult_SkewCross = 2
};
#region Fields
public Vector3 Normal;
public float D;
public Vector3[] cornersArray;
public Vector3 FirstPoint;
public Vector3 SecondPoint;
public Vector3 temp;
public Vector3 normalBeforeNormalization;
#endregion
#region constructors
public plane_test(Vector3 point0, Vector3 point1, Vector3 point2, Vector3 point3)
{
Vector3 edge1 = point1 - point0;
Vector3 edge2 = point2 - point0;
Normal = edge1.Cross(edge2);
normalBeforeNormalization = Normal;
Normal.Normalize();
D = -Normal.Dot(point0);
///// Set the Rectangle corners
cornersArray = new Vector3[] { point0, point1, point2, point3 };
}
#endregion
#region Methods
/// <summary>
/// This is a pseudodistance. The sign of the return value is
/// positive if the point is on the positive side of the plane,
/// negative if the point is on the negative side, and zero if the
/// point is on the plane.
/// The absolute value of the return value is the true distance only
/// when the plane normal is a unit length vector.
/// </summary>
/// <param name="point"></param>
/// <returns></returns>
public float GetDistance(Vector3 point)
{
return Normal.Dot(point) + D;
}
public void Intersection(plane_test SecondOne)
{
///////////////////////////// Get the parallel to the line of interrsection (Direction)
Vector3 LineDirection = Normal.Cross(SecondOne.Normal);
float d1 = this.GetDistance(LineDirection);
float d2 = SecondOne.GetDistance(LineDirection);
temp = (LineDirection - (this.Normal * d1) - (SecondOne.Normal * d2));
temp.x = Math.Abs((float)Math.Round((decimal)FirstPoint.x, 2));
temp.y = Math.Abs((float)Math.Round((decimal)FirstPoint.y, 2));
Line line;
line.direction = LineDirection;
line.point = temp;
////////// Line segments
lineSegment AB, BC, CD, DA;
AB.firstPoint = cornersArray[0]; AB.secondPoint = cornersArray[1];
BC.firstPoint = cornersArray[1]; BC.secondPoint = cornersArray[2];
CD.firstPoint = cornersArray[2]; CD.secondPoint = cornersArray[3];
DA.firstPoint = cornersArray[3]; DA.secondPoint = cornersArray[0];
Vector3 r1 = new Vector3(-1, -1, -1);
Vector3 r2 = new Vector3(-1, -1, -1);
Vector3 r3 = new Vector3(-1, -1, -1);
Vector3 r4 = new Vector3(-1, -1, -1);
/*
0,0 |----------------| w,0
| |
| |
0,h |________________| w,h
*/
IntersectionPointBetweenLines(AB, line, ref r1);
IntersectionPointBetweenLines(BC, line, ref r2);
IntersectionPointBetweenLines(CD, line, ref r3);
IntersectionPointBetweenLines(DA, line, ref r4);
List<Vector3> points = new List<Vector3>();
points.Add(r1);
points.Add(r2);
points.Add(r3);
points.Add(r4);
points.RemoveAll(
t => ((t.x == -1) && (t.y == -1) && (t.z == -1))
);
if (points.Count == 2)
{
FirstPoint = points[0];
SecondPoint = points[1];
}
}
public Line3DResult IntersectionPointBetweenLines(lineSegment first, Line aSecondLine, ref Vector3 result)
{
Vector3 p1 = first.firstPoint;
Vector3 n1 = first.secondPoint - first.firstPoint;
Vector3 p2 = aSecondLine.point;
Vector3 n2 = aSecondLine.direction;
bool parallel = AreLinesParallel(first, aSecondLine);
if (parallel)
{
return Line3DResult.Line3DResult_Parallel;
}
else
{
float d = 0, dt = 0, dk = 0;
float t = 0, k = 0;
if (Math.Abs(n1.x * n2.y - n2.x * n1.y) > float.Epsilon)
{
d = n1.x * (-n2.y) - (-n2.x) * n1.y;
dt = (p2.x - p1.x) * (-n2.y) - (p2.y - p1.y) * (-n2.x);
dk = n1.x * (p2.x - p1.x) - n1.y * (p2.y - p1.y);
}
else if (Math.Abs(n1.z * n2.y - n2.z * n1.y) > float.Epsilon)
{
d = n1.z * (-n2.y) - (-n2.z) * n1.y;
dt = (p2.z - p1.z) * (-n2.y) - (p2.y - p1.y) * (-n2.z);
dk = n1.z * (p2.z - p1.z) - n1.y * (p2.y - p1.y);
}
else if (Math.Abs(n1.x * n2.z - n2.x * n1.z) > float.Epsilon)
{
d = n1.x * (-n2.z) - (-n2.x) * n1.z;
dt = (p2.x - p1.x) * (-n2.z) - (p2.z - p1.z) * (-n2.x);
dk = n1.x * (p2.x - p1.x) - n1.z * (p2.z - p1.z);
}
t = dt/d;
k = dk/d;
result = n1 * t + p1;
// Check if the point on the segmaent or not
// if (! isPointOnSegment(first, result))
//{
// result = new Vector3(-1,-1,-1);
// }
return Line3DResult.Line3DResult_SkewCross;
}
}
private bool AreLinesParallel(lineSegment first, Line aSecondLine)
{
Vector3 vector = (first.secondPoint - first.firstPoint);
vector.Normalize();
float kl = 0, km = 0, kn = 0;
if (vector.x != aSecondLine.direction.x)
{
if (vector.x != 0 && aSecondLine.direction.x != 0)
{
kl = vector.x/aSecondLine.direction.x;
}
}
if (vector.y != aSecondLine.direction.y)
{
if (vector.y != 0 && aSecondLine.direction.y != 0)
{
km = vector.y/aSecondLine.direction.y;
}
}
if (vector.z != aSecondLine.direction.z)
{
if (vector.z != 0 && aSecondLine.direction.z != 0)
{
kn = vector.z/aSecondLine.direction.z;
}
}
// both if all are null or all are equal, the lines are parallel
return (kl == km && km == kn);
}
private bool isPointOnSegment(lineSegment segment, Vector3 point)
{
//(x - x1)/(x2 - x1) = (y - y1)/(y2 - y1) = (z - z1)/(z2 - z1)
float component1 = (point.x - segment.firstPoint.x)/(segment.secondPoint.x - segment.firstPoint.x);
float component2 = (point.y - segment.firstPoint.y)/(segment.secondPoint.y - segment.firstPoint.y);
float component3 = (point.z - segment.firstPoint.z)/(segment.secondPoint.z - segment.firstPoint.z);
if ((component1 == component2) && (component2 == component3))
{
return true;
}
else
{
return false;
}
}
#endregion
}
}
static void Main(string[] args)
{
//// create the first plane points
Vector3 point11 =new Vector3(-255.5f, -160.0f,-1.5f) ; //0,0
Vector3 point21 = new Vector3(256.5f, -160.0f, -1.5f); //0,w
Vector3 point31 = new Vector3(256.5f, -160.0f, -513.5f); //h,0
Vector3 point41 = new Vector3(-255.5f, -160.0f, -513.5f); //w,h
plane_test plane1 = new plane_test(point11, point21, point41, point31);
//// create the Second plane points
Vector3 point12 = new Vector3(-201.6289f, -349.6289f, -21.5f);
Vector3 point22 =new Vector3(310.3711f,-349.6289f,-21.5f);
Vector3 point32 = new Vector3(310.3711f, 162.3711f, -21.5f);
Vector3 point42 =new Vector3(-201.6289f,162.3711f,-21.5f);
plane_test plane2 = new plane_test(point12, point22, point42, point32);
plane2.Intersection(plane1);
}
y esto es valores de prueba Saludos
Pero estoy seguro de que el código de intersección se puede reducir a su esencia y no utiliza el código completo de todas las clases. De lo contrario, las clases serían bastante pequeñas y se pueden publicar de todos modos. –
No sé qué hacer para que me ayudes – AMH
puedes desarrollar esto: "el problema es que la línea es paralela a tres segmentos, y se cruzan con una sola en NAN, NAN, NAN que es totalmente incorrecta, si puede aconsejarme qué está mal en mi código " –