Beispiel #1
0
        private void GetBVHVerticesAndIndices(BVHNode bvh, int level = 0)
        {
            var vertBase = _bvhVerts.Count;
            var corners = bvh.Bounds.GetCorners();
            if (level == 9) {
                _bvhVerts.AddRange(corners.Select(c => {
                    var color = Color.White;
                    switch (_aabCount % 4) {
                        case 1:
                            color = Color.Blue;
                            break;
                        case 2:
                            color = Color.Magenta;
                            break;
                        case 3:
                            color = Color.Yellow;
                            break;
                    }
                    return new VertexPC(c, color);
                }));
                _aabCount++;
                _bvhIndices.AddRange(
                    new[] {0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 4, 0, 5, 1, 7, 3, 6, 2}.Select(
                        i => i + vertBase));

            }
            if (bvh.Children!=null) {
                foreach (var child in bvh.Children) {
                    GetBVHVerticesAndIndices(child, level+1);
                }
            }
        }
Beispiel #2
0
        private BVHNode BuildBvh(Vector2 tl, Vector2 br)
        {
            var minMaxY = GetMinMaxY(tl, br);

            var minX = tl.X*Info.CellSpacing - Width/2;
            var maxX = br.X*Info.CellSpacing - Width/2;
            var minZ = -tl.Y * Info.CellSpacing + Depth / 2;
            var maxZ = -br.Y * Info.CellSpacing + Depth / 2;

            var bvh = new BVHNode {Bounds = new BoundingBox(new Vector3(minX, minMaxY.X, minZ), new Vector3(maxX, minMaxY.Y, maxZ))};

            var width = (int)Math.Floor((br.X - tl.X)/2);
            var depth = (int)Math.Floor((br.Y - tl.Y)/2);

            if (width >= 4 && depth >= 4) {
                bvh.Children = new[] {
                    BuildBvh(tl, new Vector2(tl.X + width, tl.Y + depth)),
                    BuildBvh(new Vector2(tl.X + width, tl.Y), new Vector2(br.X, tl.Y + depth) ),
                    BuildBvh(new Vector2(tl.X, tl.Y+depth), new Vector2(tl.X+depth, br.Y) ),
                    BuildBvh(new Vector2(tl.X+width, tl.Y+depth), br )
                };
            }

            return bvh;
        }