Beispiel #1
0
        /// <summary>
        /// Registers the mesh trianlge with the specified index with the tree.
        /// </summary>
        /// <returns>
        /// True if the trianlge was registered and false otherwise. The only
        /// scenario in which the method can return false is when the triangle
        /// is degenerate.
        /// </returns>
        private bool RegisterTriangle(int triangleIndex)
        {
            // Retrieve the triangle from the mesh. If it is degenerate, we return false.
            Triangle3D triangle = _octave3DMesh.GetTriangle(triangleIndex);

            if (triangle.IsDegenerate)
            {
                return(false);
            }

            // Create the triangle node data and instruct the tree to add this node
            var meshSphereTreeTriangle = new MeshSphereTreeTriangle(triangleIndex);

            _sphereTree.AddTerminalNode(triangle.GetEncapsulatingSphere(), meshSphereTreeTriangle);

            return(true);
        }
Beispiel #2
0
        /// <summary>
        /// Performs a ray cast against the mesh tree and returns an instance of the 'MeshRayHit'
        /// class which holds information about the ray hit. The method returns the hit which is
        /// closest to the ray origin. If no triangle was hit, the method returns null.
        /// </summary>
        public MeshRayHit Raycast(Ray ray, TransformMatrix meshTransformMatrix)
        {
            // If the tree was not yet build, we need to build it because we need
            // the triangle information in order to perform the raycast.
            if (!_wasBuilt)
            {
                Build();
            }

            // When the sphere tree is constructed it is constructed in the mesh local space (i.e. it takes
            // no position/rotation/scale into account). This is required because a mesh can be shared by
            // lots of different objects each with its own transform data. This is why we need the mes matrix
            // parameter. It allows us to transform the ray in the mesh local space and perform our tests there.
            Ray meshLocalSpaceRay = ray.InverseTransform(meshTransformMatrix.ToMatrix4x4x);

            // First collect all terminal nodes which are intersected by this ray. If no nodes
            // are intersected, we will return null.
            List <SphereTreeNodeRayHit <MeshSphereTreeTriangle> > nodeRayHits = _sphereTree.RaycastAll(meshLocalSpaceRay);

            if (nodeRayHits.Count == 0)
            {
                return(null);
            }

            // We now have to loop thorugh all intersected nodes and find the triangle whose
            // intersection point is closest to the ray origin.
            float      minT                   = float.MaxValue;
            Triangle3D closestTriangle        = null;
            int        indexOfClosestTriangle = -1;
            Vector3    closestHitPoint        = Vector3.zero;

            foreach (var nodeRayHit in nodeRayHits)
            {
                // Retrieve the data associated with the node and construct the mesh triangle instance
                MeshSphereTreeTriangle sphereTreeTriangle = nodeRayHit.HitNode.Data;
                Triangle3D             meshTriangle       = _octave3DMesh.GetTriangle(sphereTreeTriangle.TriangleIndex);

                // Check if the ray intersects the trianlge which resides in the node
                float hitEnter;
                if (meshTriangle.Raycast(meshLocalSpaceRay, out hitEnter))
                {
                    // The trianlge is intersected by the ray, but we also have to ensure that the
                    // intersection point is closer than what we have found so far. If it is, we
                    // store all relevant information.
                    if (hitEnter < minT)
                    {
                        minT                   = hitEnter;
                        closestTriangle        = meshTriangle;
                        indexOfClosestTriangle = sphereTreeTriangle.TriangleIndex;
                        closestHitPoint        = meshLocalSpaceRay.GetPoint(hitEnter);
                    }
                }
            }

            // If we found the closest triangle, we can construct the ray hit instance and return it.
            // Otherwise we return null. This can happen when the ray intersects the triangle node
            // spheres, but the triangles themselves.
            if (closestTriangle != null)
            {
                // We have worked in mesh local space up until this point, but we want to return the
                // hit info in world space, so we have to transform the hit data accordingly.
                closestHitPoint = meshTransformMatrix.MultiplyPoint(closestHitPoint);
                minT            = (ray.origin - closestHitPoint).magnitude;
                Vector3 worldNormal = meshTransformMatrix.MultiplyVector(closestTriangle.Normal);

                return(new MeshRayHit(ray, minT, _octave3DMesh, indexOfClosestTriangle, closestHitPoint, worldNormal, meshTransformMatrix));
            }
            else
            {
                return(null);
            }
        }