Beispiel #1
0
        void RenderItem(Simple3DRenderer renderer, ResultItem item)
        {
            if (item.Object != null && item.Object.EnabledInHierarchy)
            {
                renderer.AddBounds(item.Object.SpaceBounds.CalculatedBoundingBox);

                //!!!!
                //!!!!radius
                if (item.Position.HasValue)
                {
                    renderer.AddSphere(new Sphere(item.Position.Value, 0.05), 8);
                }

                //getting triangle to draw
                var triIdx = item.RayTestResult?.TriangleIndexProcessed ?? -1;
                //var tIdx = item.RayTestResult?.TriangleIndexSource ?? -1;

                if (triIdx >= 0)
                {
                    if (item.RayTestResult?.Shape is Component_CollisionShape_Mesh csMesh)
                    {
                        var t     = item.Object.Transform.Value.ToMatrix4();
                        var local = csMesh.TransformRelativeToParent.Value;
                        if (!local.IsIdentity)
                        {
                            t *= local.ToMatrix4();
                        }

                        if (csMesh.GetTriangleProcessedData(triIdx, true, out var triangle))
                        {
                            var v1 = triangle.A;
                            var v2 = triangle.B;
                            var v3 = triangle.C;

                            var thickness = Math.Max((v1 - v2).Length(), Math.Max((v2 - v3).Length(), (v3 - v1).Length())) * 0.02;
                            renderer.AddLine(v1, v2, thickness);
                            renderer.AddLine(v2, v3, thickness);
                            renderer.AddLine(v3, v1, thickness);
                        }
                    }
                    else if (item.RayTestResult?.Body is Component_SoftBody softBody)
                    {
                        var t = item.Object.Transform.Value.ToMatrix4();

                        if (softBody.GetTriangleSimulatedData(triIdx, true, out var triangle))
                        {
                            var v1 = triangle.A;
                            var v2 = triangle.B;
                            var v3 = triangle.C;

                            var thickness = Math.Max((v1 - v2).Length(), Math.Max((v2 - v3).Length(), (v3 - v1).Length())) * 0.02;
                            renderer.AddLine(v1, v2, thickness);
                            renderer.AddLine(v2, v3, thickness);
                            renderer.AddLine(v3, v1, thickness);
                        }
                    }
                }
            }
        }
        //!!!!по сути времнно пока нет корректной толщины

        public static void AddLineSegmented(Simple3DRenderer renderer, Vector3 start, Vector3 end, int steps = -1)
        {
            //draw line segments so that there is no problem with the thickness of the lines
            var ray = new Ray(start, end - start);

            int steps2 = steps;

            if (steps2 < 0)
            {
                steps2 = (int)MathEx.Lerp(2, 10, MathEx.Saturate(Math.Pow(ray.Direction.Length() / 100, 1.3)));
            }

            for (int n = 0; n < steps2; n++)
            {
                var p0 = ray.GetPointOnRay((double)n / steps2);
                var p1 = ray.GetPointOnRay((double)(n + 1) / steps2);
                renderer.AddLine(p0, p1);
            }
        }
 public static void AddBoundsSegmented(Simple3DRenderer renderer, Bounds bounds, int steps = -1)
 {
     ref Vector3 bmin = ref bounds.Minimum;