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ComponentAuto-generatedIntersect
Isovist 3D
00000000-2d9f-4a16-b7c3-8e0d4f5a1b62
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Compute an isovist by casting sample rays spherically around a location.

Input parameters:

  1. Pl → Sampling plane and origin. For a hemisphere the plane is the horizon and rays are cast above it.
  2. Cn → Number of sample rays.
  3. Rd → Sample radius.
  4. Ob → Obstacles to sample against (curves, planes, surfaces, breps and meshes are supported).
  5. Dm → Whether to sample the upper hemisphere or the full sphere of directions.
    • 0 → Hemisphere
    • 1 → Sphere
  6. Md → Ray casting accuracy. Accurate uses exact surface intersections; Fast meshes surfaces and breps for speed.
    • 0 → Accurate
    • 1 → Fast

Output parameters:

  1. Pt → Point where each sample ray stops, either at an intersection or at the horizon.
  2. Ry → Ray vector from the origin to each sample point.
  3. Ds → Distance from the origin to each sample point.
  4. Ix → Index of the obstacle hit by each ray, or -1 if no obstacle was hit.