Beispiel #1
0
        public bool InsideBoundingBox(Heightmap.Tri TestTriangle, BoundingSquare Box)
        {
            bool inside = false;

            if (TestTriangle.p1.X >= Box.UpperLeft.X && TestTriangle.p1.X <= Box.UpperRight.X)
            {
                if (TestTriangle.p1.Z >= Box.LowerLeft.Z && TestTriangle.p1.X <= Box.UpperLeft.Z)
                {
                    inside = true;
                }
            }

            if (TestTriangle.p2.X >= Box.UpperLeft.X && TestTriangle.p2.X <= Box.UpperRight.X)
            {
                if (TestTriangle.p2.Z >= Box.LowerLeft.Z && TestTriangle.p2.X <= Box.UpperLeft.Z)
                {
                    inside = true;
                }
            }

            if (TestTriangle.p3.X >= Box.UpperLeft.X && TestTriangle.p3.X <= Box.UpperRight.X)
            {
                if (TestTriangle.p3.Z >= Box.LowerLeft.Z && TestTriangle.p3.X <= Box.UpperLeft.Z)
                {
                    inside = true;
                }
            }
            return(inside);
        }
Beispiel #2
0
		public void CreateNode( BoundingSquare Bounding, int ParentID, int NodeID, Heightmap.Tri[] Triangle ) {

			NodeType nodeType;
			float Width;
			float Height;


			Width = Bounding.UpperRight.X - Bounding.UpperLeft.X; //X
			Height = Bounding.UpperLeft.Z - Bounding.LowerLeft.Z; //Z

			if( Width / 2 == ( 2 * (int)CellSize.X ) ) {
				nodeType = NodeType.Leaf;
			} else {
				nodeType = NodeType.Node;
			}

			QuadNode node = new QuadNode();


			node.ID = NodeID;
			node.ParentID = ParentID;

			node.BoundingCoordinates.UpperLeft = Bounding.UpperLeft;

			node.BoundingCoordinates.UpperRight = Bounding.UpperRight;

			node.BoundingCoordinates.LowerLeft = Bounding.LowerLeft;

			node.BoundingCoordinates.LowerRight = Bounding.LowerRight;

			node.boundingBox = new BoundingBox( new Vector3( node.BoundingCoordinates.LowerLeft.X, Editor.heightmap.lowestPoint, node.BoundingCoordinates.LowerLeft.Z ), new Vector3( node.BoundingCoordinates.UpperRight.X, Editor.heightmap.highestPoint, node.BoundingCoordinates.UpperRight.Z ) );

			node.Type = nodeType;

			if( nodeType == NodeType.Leaf ) {


				int tID;
				int o = 0;
				float lowestPoint = Editor.heightmap.maxHeight;
				float highestPoint = 0f;
				for( int y = (int)node.BoundingCoordinates.LowerLeft.Z / (int)CellSize.Y; y < ( ( node.BoundingCoordinates.UpperRight.Z / CellSize.Y ) - 0 ); y++ ) {
					for( int x = (int)node.BoundingCoordinates.LowerLeft.X / (int)CellSize.X; x < ( ( node.BoundingCoordinates.UpperRight.X / CellSize.X ) - 0 ); x++ ) {
						tID = ( x + y * ( Editor.heightmap.size.X - 1 ) ) * 2;

						if( tID >= Triangle.Length - 0 ) {
							o++;
						}
						if( tID < Triangle.Length ) {
							node.TriangleIDs.Add( tID );
							node.TriangleIDs.Add( tID + 1 );

							if( Triangle[ tID ].p1.Y > highestPoint )
								highestPoint = Triangle[ tID ].p1.Y;
							if( Triangle[ tID ].p2.Y > highestPoint )
								highestPoint = Triangle[ tID ].p2.Y;
							if( Triangle[ tID ].p3.Y > highestPoint )
								highestPoint = Triangle[ tID ].p3.Y;

							if( Triangle[ tID ].p1.Y < lowestPoint )
								lowestPoint = Triangle[ tID ].p1.Y;
							if( Triangle[ tID ].p2.Y < lowestPoint )
								lowestPoint = Triangle[ tID ].p2.Y;
							if( Triangle[ tID ].p3.Y < lowestPoint )
								lowestPoint = Triangle[ tID ].p3.Y;

							if( Triangle[ tID + 1 ].p1.Y > highestPoint )
								highestPoint = Triangle[ tID + 1 ].p1.Y;
							if( Triangle[ tID + 1 ].p2.Y > highestPoint )
								highestPoint = Triangle[ tID + 1 ].p2.Y;
							if( Triangle[ tID + 1 ].p3.Y > highestPoint )
								highestPoint = Triangle[ tID + 1 ].p3.Y;

							if( Triangle[ tID + 1 ].p1.Y < lowestPoint )
								lowestPoint = Triangle[ tID + 1 ].p1.Y;
							if( Triangle[ tID + 1 ].p2.Y < lowestPoint )
								lowestPoint = Triangle[ tID + 1 ].p2.Y;
							if( Triangle[ tID + 1 ].p3.Y < lowestPoint )
								lowestPoint = Triangle[ tID + 1 ].p3.Y;

						}


					}

					//Determine the height of the bounding box for this Leaf Node
					node.boundingBox.Min.Y = lowestPoint;
					node.boundingBox.Max.Y = highestPoint;


				}

			} else {
				BoundingSquare BoundingBox = new BoundingSquare();
				TotalTreeID++;
				node.Branches[ 0 ] = TotalTreeID;

				//LowerLeft
				BoundingBox.LowerLeft = Bounding.LowerLeft;
				//LowerRight
				BoundingBox.LowerRight = Bounding.LowerLeft + ( ( Bounding.LowerRight - Bounding.LowerLeft ) / 2 );
				//UpperLeft
				BoundingBox.UpperLeft = Bounding.LowerLeft + ( ( Bounding.UpperLeft - Bounding.LowerLeft ) / 2 );
				//UpperRight
				BoundingBox.UpperRight = Bounding.LowerLeft + ( ( Bounding.LowerRight - Bounding.LowerLeft ) / 2 ) + ( ( Bounding.UpperLeft - Bounding.LowerLeft ) / 2 );

				CreateNode( BoundingBox, NodeID, TotalTreeID, Triangle );

				//Determine the height of the bounding box for this Node
				if( NodeList[ TotalTreeID ].boundingBox.Max.Y > node.boundingBox.Max.Y )
					node.boundingBox.Max.Y = NodeList[ TotalTreeID ].boundingBox.Max.Y;

				if( NodeList[ TotalTreeID ].boundingBox.Min.Y < node.boundingBox.Min.Y )
					node.boundingBox.Min.Y = NodeList[ TotalTreeID ].boundingBox.Min.Y;

				//**************************************************************************

				TotalTreeID++;
				node.Branches[ 1 ] = TotalTreeID;

				//LowerLeft
				BoundingBox.LowerLeft = Bounding.LowerLeft + ( ( Bounding.LowerRight - Bounding.LowerLeft ) / 2 );
				//LowerRight
				BoundingBox.LowerRight = Bounding.LowerRight;
				//UpperLeft
				BoundingBox.UpperLeft = Bounding.LowerLeft + ( ( Bounding.LowerRight - Bounding.LowerLeft ) / 2 ) + ( ( Bounding.UpperLeft - Bounding.LowerLeft ) / 2 );
				//UpperRight
				BoundingBox.UpperRight = Bounding.LowerLeft + ( ( Bounding.UpperLeft - Bounding.LowerLeft ) / 2 ) + ( ( Bounding.LowerRight - Bounding.LowerLeft ) );

				CreateNode( BoundingBox, NodeID, TotalTreeID, Triangle );

				//Determine the height of the bounding box for this Node
				if( NodeList[ TotalTreeID ].boundingBox.Max.Y > node.boundingBox.Max.Y )
					node.boundingBox.Max.Y = NodeList[ TotalTreeID ].boundingBox.Max.Y;

				if( NodeList[ TotalTreeID ].boundingBox.Min.Y < node.boundingBox.Min.Y )
					node.boundingBox.Min.Y = NodeList[ TotalTreeID ].boundingBox.Min.Y;

				//**************************************************************************

				TotalTreeID++;
				node.Branches[ 2 ] = TotalTreeID;

				//LowerLeft
				BoundingBox.LowerLeft = Bounding.LowerLeft + ( ( Bounding.UpperLeft - Bounding.LowerLeft ) / 2 );
				//LowerRight
				BoundingBox.LowerRight = Bounding.LowerLeft + ( ( Bounding.UpperLeft - Bounding.LowerLeft ) / 2 )
											+ ( ( Bounding.LowerRight - Bounding.LowerLeft ) / 2 );
				//UpperLeft
				BoundingBox.UpperLeft = Bounding.UpperLeft;
				//UpperRight
				BoundingBox.UpperRight = Bounding.LowerLeft + ( ( Bounding.LowerRight - Bounding.LowerLeft ) / 2 ) + ( ( Bounding.UpperLeft - Bounding.LowerLeft ) );

				CreateNode( BoundingBox, NodeID, TotalTreeID, Triangle );

				//Determine the height of the bounding box for this Node
				if( NodeList[ TotalTreeID ].boundingBox.Max.Y > node.boundingBox.Max.Y )
					node.boundingBox.Max.Y = NodeList[ TotalTreeID ].boundingBox.Max.Y;

				if( NodeList[ TotalTreeID ].boundingBox.Min.Y < node.boundingBox.Min.Y )
					node.boundingBox.Min.Y = NodeList[ TotalTreeID ].boundingBox.Min.Y;

				//**************************************************************************

				TotalTreeID++;
				node.Branches[ 3 ] = TotalTreeID;

				//LowerLeft
				BoundingBox.LowerLeft = Bounding.LowerLeft + ( ( Bounding.LowerRight - Bounding.LowerLeft ) / 2 ) + ( ( Bounding.UpperLeft - Bounding.LowerLeft ) / 2 );
				//LowerRight
				BoundingBox.LowerRight = Bounding.LowerLeft + ( ( Bounding.UpperLeft - Bounding.LowerLeft ) / 2 ) + ( ( Bounding.LowerRight - Bounding.LowerLeft ) );
				//UpperLeft
				BoundingBox.UpperLeft = Bounding.LowerLeft + ( ( Bounding.LowerRight - Bounding.LowerLeft ) / 2 ) + ( ( Bounding.UpperLeft - Bounding.LowerLeft ) );
				//UpperRight
				BoundingBox.UpperRight = Bounding.UpperRight;

				CreateNode( BoundingBox, NodeID, TotalTreeID, Triangle );

				//Determine the height of the bounding box for this Node
				if( NodeList[ TotalTreeID ].boundingBox.Max.Y > node.boundingBox.Max.Y )
					node.boundingBox.Max.Y = NodeList[ TotalTreeID ].boundingBox.Max.Y;

				if( NodeList[ TotalTreeID ].boundingBox.Min.Y < node.boundingBox.Min.Y )
					node.boundingBox.Min.Y = NodeList[ TotalTreeID ].boundingBox.Min.Y;


			}
			NodeList[ NodeID ] = node;

			//Determine the height of the bounding box for the QuadTree
			if( node.boundingBox.Max.Y > boundingBox.Max.Y )
				boundingBox.Max.Y = node.boundingBox.Max.Y;

			if( node.boundingBox.Min.Y < boundingBox.Min.Y )
				boundingBox.Min.Y = node.boundingBox.Min.Y;


			return;
		}
Beispiel #3
0
        public void CreateNode(BoundingSquare Bounding, int ParentID, int NodeID, Heightmap.Tri[] Triangle)
        {
            NodeType nodeType;
            float    Width;
            float    Height;


            Width  = Bounding.UpperRight.X - Bounding.UpperLeft.X;            //X
            Height = Bounding.UpperLeft.Z - Bounding.LowerLeft.Z;             //Z

            if (Width / 2 == (2 * (int)CellSize.X))
            {
                nodeType = NodeType.Leaf;
            }
            else
            {
                nodeType = NodeType.Node;
            }

            QuadNode node = new QuadNode();


            node.ID       = NodeID;
            node.ParentID = ParentID;

            node.BoundingCoordinates.UpperLeft = Bounding.UpperLeft;

            node.BoundingCoordinates.UpperRight = Bounding.UpperRight;

            node.BoundingCoordinates.LowerLeft = Bounding.LowerLeft;

            node.BoundingCoordinates.LowerRight = Bounding.LowerRight;

            node.boundingBox = new BoundingBox(new Vector3(node.BoundingCoordinates.LowerLeft.X, Editor.heightmap.lowestPoint, node.BoundingCoordinates.LowerLeft.Z), new Vector3(node.BoundingCoordinates.UpperRight.X, Editor.heightmap.highestPoint, node.BoundingCoordinates.UpperRight.Z));

            node.Type = nodeType;

            if (nodeType == NodeType.Leaf)
            {
                int   tID;
                int   o            = 0;
                float lowestPoint  = Editor.heightmap.maxHeight;
                float highestPoint = 0f;
                for (int y = (int)node.BoundingCoordinates.LowerLeft.Z / (int)CellSize.Y; y < ((node.BoundingCoordinates.UpperRight.Z / CellSize.Y) - 0); y++)
                {
                    for (int x = (int)node.BoundingCoordinates.LowerLeft.X / (int)CellSize.X; x < ((node.BoundingCoordinates.UpperRight.X / CellSize.X) - 0); x++)
                    {
                        tID = (x + y * (Editor.heightmap.size.X - 1)) * 2;

                        if (tID >= Triangle.Length - 0)
                        {
                            o++;
                        }
                        if (tID < Triangle.Length)
                        {
                            node.TriangleIDs.Add(tID);
                            node.TriangleIDs.Add(tID + 1);

                            if (Triangle[tID].p1.Y > highestPoint)
                            {
                                highestPoint = Triangle[tID].p1.Y;
                            }
                            if (Triangle[tID].p2.Y > highestPoint)
                            {
                                highestPoint = Triangle[tID].p2.Y;
                            }
                            if (Triangle[tID].p3.Y > highestPoint)
                            {
                                highestPoint = Triangle[tID].p3.Y;
                            }

                            if (Triangle[tID].p1.Y < lowestPoint)
                            {
                                lowestPoint = Triangle[tID].p1.Y;
                            }
                            if (Triangle[tID].p2.Y < lowestPoint)
                            {
                                lowestPoint = Triangle[tID].p2.Y;
                            }
                            if (Triangle[tID].p3.Y < lowestPoint)
                            {
                                lowestPoint = Triangle[tID].p3.Y;
                            }

                            if (Triangle[tID + 1].p1.Y > highestPoint)
                            {
                                highestPoint = Triangle[tID + 1].p1.Y;
                            }
                            if (Triangle[tID + 1].p2.Y > highestPoint)
                            {
                                highestPoint = Triangle[tID + 1].p2.Y;
                            }
                            if (Triangle[tID + 1].p3.Y > highestPoint)
                            {
                                highestPoint = Triangle[tID + 1].p3.Y;
                            }

                            if (Triangle[tID + 1].p1.Y < lowestPoint)
                            {
                                lowestPoint = Triangle[tID + 1].p1.Y;
                            }
                            if (Triangle[tID + 1].p2.Y < lowestPoint)
                            {
                                lowestPoint = Triangle[tID + 1].p2.Y;
                            }
                            if (Triangle[tID + 1].p3.Y < lowestPoint)
                            {
                                lowestPoint = Triangle[tID + 1].p3.Y;
                            }
                        }
                    }

                    //Determine the height of the bounding box for this Leaf Node
                    node.boundingBox.Min.Y = lowestPoint;
                    node.boundingBox.Max.Y = highestPoint;
                }
            }
            else
            {
                BoundingSquare BoundingBox = new BoundingSquare();
                TotalTreeID++;
                node.Branches[0] = TotalTreeID;

                //LowerLeft
                BoundingBox.LowerLeft = Bounding.LowerLeft;
                //LowerRight
                BoundingBox.LowerRight = Bounding.LowerLeft + ((Bounding.LowerRight - Bounding.LowerLeft) / 2);
                //UpperLeft
                BoundingBox.UpperLeft = Bounding.LowerLeft + ((Bounding.UpperLeft - Bounding.LowerLeft) / 2);
                //UpperRight
                BoundingBox.UpperRight = Bounding.LowerLeft + ((Bounding.LowerRight - Bounding.LowerLeft) / 2) + ((Bounding.UpperLeft - Bounding.LowerLeft) / 2);

                CreateNode(BoundingBox, NodeID, TotalTreeID, Triangle);

                //Determine the height of the bounding box for this Node
                if (NodeList[TotalTreeID].boundingBox.Max.Y > node.boundingBox.Max.Y)
                {
                    node.boundingBox.Max.Y = NodeList[TotalTreeID].boundingBox.Max.Y;
                }

                if (NodeList[TotalTreeID].boundingBox.Min.Y < node.boundingBox.Min.Y)
                {
                    node.boundingBox.Min.Y = NodeList[TotalTreeID].boundingBox.Min.Y;
                }

                //**************************************************************************

                TotalTreeID++;
                node.Branches[1] = TotalTreeID;

                //LowerLeft
                BoundingBox.LowerLeft = Bounding.LowerLeft + ((Bounding.LowerRight - Bounding.LowerLeft) / 2);
                //LowerRight
                BoundingBox.LowerRight = Bounding.LowerRight;
                //UpperLeft
                BoundingBox.UpperLeft = Bounding.LowerLeft + ((Bounding.LowerRight - Bounding.LowerLeft) / 2) + ((Bounding.UpperLeft - Bounding.LowerLeft) / 2);
                //UpperRight
                BoundingBox.UpperRight = Bounding.LowerLeft + ((Bounding.UpperLeft - Bounding.LowerLeft) / 2) + ((Bounding.LowerRight - Bounding.LowerLeft));

                CreateNode(BoundingBox, NodeID, TotalTreeID, Triangle);

                //Determine the height of the bounding box for this Node
                if (NodeList[TotalTreeID].boundingBox.Max.Y > node.boundingBox.Max.Y)
                {
                    node.boundingBox.Max.Y = NodeList[TotalTreeID].boundingBox.Max.Y;
                }

                if (NodeList[TotalTreeID].boundingBox.Min.Y < node.boundingBox.Min.Y)
                {
                    node.boundingBox.Min.Y = NodeList[TotalTreeID].boundingBox.Min.Y;
                }

                //**************************************************************************

                TotalTreeID++;
                node.Branches[2] = TotalTreeID;

                //LowerLeft
                BoundingBox.LowerLeft = Bounding.LowerLeft + ((Bounding.UpperLeft - Bounding.LowerLeft) / 2);
                //LowerRight
                BoundingBox.LowerRight = Bounding.LowerLeft + ((Bounding.UpperLeft - Bounding.LowerLeft) / 2)
                                         + ((Bounding.LowerRight - Bounding.LowerLeft) / 2);
                //UpperLeft
                BoundingBox.UpperLeft = Bounding.UpperLeft;
                //UpperRight
                BoundingBox.UpperRight = Bounding.LowerLeft + ((Bounding.LowerRight - Bounding.LowerLeft) / 2) + ((Bounding.UpperLeft - Bounding.LowerLeft));

                CreateNode(BoundingBox, NodeID, TotalTreeID, Triangle);

                //Determine the height of the bounding box for this Node
                if (NodeList[TotalTreeID].boundingBox.Max.Y > node.boundingBox.Max.Y)
                {
                    node.boundingBox.Max.Y = NodeList[TotalTreeID].boundingBox.Max.Y;
                }

                if (NodeList[TotalTreeID].boundingBox.Min.Y < node.boundingBox.Min.Y)
                {
                    node.boundingBox.Min.Y = NodeList[TotalTreeID].boundingBox.Min.Y;
                }

                //**************************************************************************

                TotalTreeID++;
                node.Branches[3] = TotalTreeID;

                //LowerLeft
                BoundingBox.LowerLeft = Bounding.LowerLeft + ((Bounding.LowerRight - Bounding.LowerLeft) / 2) + ((Bounding.UpperLeft - Bounding.LowerLeft) / 2);
                //LowerRight
                BoundingBox.LowerRight = Bounding.LowerLeft + ((Bounding.UpperLeft - Bounding.LowerLeft) / 2) + ((Bounding.LowerRight - Bounding.LowerLeft));
                //UpperLeft
                BoundingBox.UpperLeft = Bounding.LowerLeft + ((Bounding.LowerRight - Bounding.LowerLeft) / 2) + ((Bounding.UpperLeft - Bounding.LowerLeft));
                //UpperRight
                BoundingBox.UpperRight = Bounding.UpperRight;

                CreateNode(BoundingBox, NodeID, TotalTreeID, Triangle);

                //Determine the height of the bounding box for this Node
                if (NodeList[TotalTreeID].boundingBox.Max.Y > node.boundingBox.Max.Y)
                {
                    node.boundingBox.Max.Y = NodeList[TotalTreeID].boundingBox.Max.Y;
                }

                if (NodeList[TotalTreeID].boundingBox.Min.Y < node.boundingBox.Min.Y)
                {
                    node.boundingBox.Min.Y = NodeList[TotalTreeID].boundingBox.Min.Y;
                }
            }
            NodeList[NodeID] = node;

            //Determine the height of the bounding box for the QuadTree
            if (node.boundingBox.Max.Y > boundingBox.Max.Y)
            {
                boundingBox.Max.Y = node.boundingBox.Max.Y;
            }

            if (node.boundingBox.Min.Y < boundingBox.Min.Y)
            {
                boundingBox.Min.Y = node.boundingBox.Min.Y;
            }


            return;
        }
Beispiel #4
0
		public bool InsideBoundingBox( Heightmap.Tri TestTriangle, BoundingSquare Box ) {
			bool inside = false;
			if( TestTriangle.p1.X >= Box.UpperLeft.X && TestTriangle.p1.X <= Box.UpperRight.X ) {
				if( TestTriangle.p1.Z >= Box.LowerLeft.Z && TestTriangle.p1.X <= Box.UpperLeft.Z ) {
					inside = true;
				}
			}

			if( TestTriangle.p2.X >= Box.UpperLeft.X && TestTriangle.p2.X <= Box.UpperRight.X ) {
				if( TestTriangle.p2.Z >= Box.LowerLeft.Z && TestTriangle.p2.X <= Box.UpperLeft.Z ) {
					inside = true;
				}
			}

			if( TestTriangle.p3.X >= Box.UpperLeft.X && TestTriangle.p3.X <= Box.UpperRight.X ) {
				if( TestTriangle.p3.Z >= Box.LowerLeft.Z && TestTriangle.p3.X <= Box.UpperLeft.Z ) {
					inside = true;
				}
			}
			return inside;
		}