Beispiel #1
0
        private Func <int, int, Vector3Float> vertexFunc; // 64 bits

        public MinimalTriangle(Func <int, int, Vector3Float> vertexFunc, int faceIndex)
        {
            this.FaceIndex  = faceIndex;
            this.vertexFunc = vertexFunc;
            var    planeNormal        = (vertex(1) - vertex(0)).Cross(vertex(2) - vertex(0)).GetNormal();
            double distanceFromOrigin = vertex(0).Dot(planeNormal);

            Plane = new PlaneFloat(new Vector3Float(planeNormal), (float)distanceFromOrigin);

            center = new Vector3Float((vertex(0) + vertex(1) + vertex(2)) / 3);
            var aabbMinXYZ = vertex(0).ComponentMin(vertex(1)).ComponentMin(vertex(2));
            var aabbMaxXYZ = vertex(0).ComponentMax(vertex(1)).ComponentMax(vertex(2));
            var aabb       = new AxisAlignedBoundingBox(aabbMinXYZ, aabbMaxXYZ);

            aabbSize = new Vector3Float(aabb.Size);

            var normalLengths = new[] { Math.Abs(planeNormal.X), Math.Abs(planeNormal.Y), Math.Abs(planeNormal.Z) };

            MajorAxis = (byte)normalLengths.Select((v, i) => new { Axis = i, Value = Math.Abs(v) }).OrderBy(o => o.Value).Last().Axis;

            for (int i = 0; i < 3; i++)
            {
                boundsOnMajorAxis.Left   = Math.Min(vertex(i)[xForMajorAxis], boundsOnMajorAxis.Left);
                boundsOnMajorAxis.Right  = Math.Max(vertex(i)[xForMajorAxis], boundsOnMajorAxis.Right);
                boundsOnMajorAxis.Bottom = Math.Min(vertex(i)[yForMajorAxis], boundsOnMajorAxis.Bottom);
                boundsOnMajorAxis.Top    = Math.Max(vertex(i)[yForMajorAxis], boundsOnMajorAxis.Top);
            }
        }
Beispiel #2
0
        public TriangleShape(Vector3 vertex0, Vector3 vertex1, Vector3 vertex2, MaterialAbstract material)
        {
            Vector3 planeNormal        = Vector3Ex.Cross(vertex1 - vertex0, vertex2 - vertex0).GetNormal();
            double  distanceFromOrigin = Vector3Ex.Dot(vertex0, planeNormal);

            Plane       = new PlaneFloat(new Vector3Float(planeNormal), (float)distanceFromOrigin);
            Material    = material;
            vertices[0] = new Vector3Float(vertex0);
            vertices[1] = new Vector3Float(vertex1);
            vertices[2] = new Vector3Float(vertex2);

            center = new Vector3Float((vertex0 + vertex1 + vertex2) / 3);

            var normalLengths = new [] { Math.Abs(planeNormal.X), Math.Abs(planeNormal.Y), Math.Abs(planeNormal.Z) };

            MajorAxis = (byte)normalLengths.Select((v, i) => new { Axis = i, Value = Math.Abs(v) }).OrderBy(o => o.Value).Last().Axis;

            for (int i = 0; i < 3; i++)
            {
                boundsOnMajorAxis.Left   = Math.Min(vertices[i][xForMajorAxis], boundsOnMajorAxis.Left);
                boundsOnMajorAxis.Right  = Math.Max(vertices[i][xForMajorAxis], boundsOnMajorAxis.Right);
                boundsOnMajorAxis.Bottom = Math.Min(vertices[i][yForMajorAxis], boundsOnMajorAxis.Bottom);
                boundsOnMajorAxis.Top    = Math.Max(vertices[i][yForMajorAxis], boundsOnMajorAxis.Top);
            }

            aabbMinXYZ = vertices[0].ComponentMin(vertices[1]).ComponentMin(vertices[2]);
            aabbMaxXYZ = vertices[0].ComponentMax(vertices[1]).ComponentMax(vertices[2]);
        }
Beispiel #3
0
        public TriangleShape(Vector3 vertex0, Vector3 vertex1, Vector3 vertex2, MaterialAbstract material)
        {
            Vector3 planeNormal        = Vector3.Cross(vertex1 - vertex0, vertex2 - vertex0).GetNormal();
            double  distanceFromOrigin = Vector3.Dot(vertex0, planeNormal);

            plane       = new PlaneFloat(new Vector3Float(planeNormal), (float)distanceFromOrigin);
            Material    = material;
            vertices[0] = new Vector3Float(vertex0);
            vertices[1] = new Vector3Float(vertex1);
            vertices[2] = new Vector3Float(vertex2);
            center      = new Vector3Float((vertex0 + vertex1 + vertex2) / 3);
            if (Math.Abs(planeNormal.x) > Math.Abs(planeNormal.y))
            {
                if (Math.Abs(planeNormal.x) > Math.Abs(planeNormal.z))
                {
                    // mostly facing x axis
                    majorAxis = 0;
                }
                else if (Math.Abs(planeNormal.y) > Math.Abs(planeNormal.z))
                {
                    // mostly facing z
                    majorAxis = 2;
                }
            }
            else if (Math.Abs(planeNormal.y) > Math.Abs(planeNormal.z))
            {
                // mostly facing y
                majorAxis = 1;
            }
            else
            {
                // mostly facing z
                majorAxis = 2;
            }
            for (int i = 0; i < 3; i++)
            {
                boundsOnMajorAxis.Left   = Math.Min(vertices[i][xForMajorAxis], boundsOnMajorAxis.Left);
                boundsOnMajorAxis.Right  = Math.Max(vertices[i][xForMajorAxis], boundsOnMajorAxis.Right);
                boundsOnMajorAxis.Bottom = Math.Min(vertices[i][yForMajorAxis], boundsOnMajorAxis.Bottom);
                boundsOnMajorAxis.Top    = Math.Max(vertices[i][yForMajorAxis], boundsOnMajorAxis.Top);
            }
        }