Cast rays to intersect with mesh
Arguments
- x
surface mesh
- ray_origin
a matrix with 3 rows or a vector of length 3, the positions of ray origin
- ray_direction
a matrix with 3 rows or a vector of length 3, the direction of the ray, will be normalized to length 1
- max_distance
positive maximum distance to cast the normalized ray; default is infinity. Any invalid distances (negative, zero, or
NA) will be interpreted as unset.- both_sides
whether to inverse the ray (search both positive and negative ray directions); default is false
Value
A list of ray casting results: whether any intersection is found, position and face normal of the intersection, distance of the ray, and the index of the intersecting face (counted from 1)
Coercing Surface Inputs
The surface objects are converted to 'mesh3d' object before
applying further calculations.
When surface is a surface ieegio object, the returned
mesh3d$vb contains vertices that have been left-multiplied by
surface$geometry$transforms[[1]] (the first transform stored in the
geometry, typically the ScannerAnat or voxel-to-world transform).
Breaking change: Earlier versions (before 0.2.6) of ravetools
returned the raw surface$geometry$vertices without applying any
transform, so downstream code often multiplied by
surface$geometry$transforms[[1]] (or an equivalent) manually before
working in world space. Such code will now double
apply the transform and produce incorrect coordinates. If you previously
applied a transform from surface$geometry$transforms by hand after
calling a ravetools mesh function on an 'ieegio_surface',
remove that manual step.
Surfaces with an empty or missing geometry$transforms list (for
example, surfaces produced by ieegio's volume_to_surface,
which stores an identity transform) are unaffected.
If geometry$transforms contains multiple transforms targeting
different coordinate spaces, only the first one is used. Callers that need
a specific target space should select and apply that transform themselves
before calling ravetools mesh functions.
Examples
library(ravetools)
sphere <- vcg_sphere(normals = FALSE)
sphere$vb[1:3, ] <- sphere$vb[1:3, ] + c(10, 10, 10)
vcg_raycaster(
x = sphere,
ray_origin = array(c(0, 0, 0, 1, 0, 0), c(3, 2)),
ray_direction = c(1, 1, 1)
)
#> $has_intersection
#> [1] TRUE TRUE
#>
#> $intersection
#> [,1] [,2]
#> [1,] 9.425265 10.336223
#> [2,] 9.425265 9.336223
#> [3,] 9.425265 9.336223
#>
#> $normals
#> [,1] [,2]
#> [1,] -0.5773502 0.3685302
#> [2,] -0.5773502 -0.6649041
#> [3,] -0.5773503 -0.6496830
#>
#> $face_index
#> [1] 1217 1179
#>
#> $distance
#> [1] 16.32504 16.17081
#>
#> $ray_origin
#> [,1] [,2]
#> [1,] 0 1
#> [2,] 0 0
#> [3,] 0 0
#>
#> $ray_direction
#> [,1] [,2]
#> [1,] 0.5773503 0.5773503
#> [2,] 0.5773503 0.5773503
#> [3,] 0.5773503 0.5773503
#>