Beispiel #1
0
        //  Calculates intersection of line with any triangleVertexes in this model instance. Closest intersection and intersected triangleVertexes will be returned.
        internal override bool GetIntersectionWithLine(ref LineD line, out MyIntersectionResultLineTriangleEx? t, IntersectionFlags flags = IntersectionFlags.ALL_TRIANGLES)
        {
            t = null;
            return false;

            //Matrix invWorld = Matrix.Invert(WorldMatrix);
            //Vector3 from = Vector3.Transform(line.From, invWorld);
            //Vector3 to = Vector3.Transform(line.To, invWorld);

            //Line lineLocal = new Line(from, to);

            //bool res = base.GetIntersectionWithLine(ref line, out t, flags);

            //if (res)
            //{
            //    var definition = MyDefinitionManager.Static.GetCubeBlockDefinition(new MyDefinitionId(MyObjectBuilderTypeEnum.Ladder));
            //    if (definition.ExcludedAreaForCamera != null)
            //    {
            //        foreach (var b in definition.ExcludedAreaForCamera)
            //        {
            //            if (b.Contains(t.Value.IntersectionPointInObjectSpace) == ContainmentType.Contains)
            //            {
            //                t = null;
            //                return false;
            //            }
            //        }
            //    }
            //}

            //return res;
        }
        //  Method finds intersection with line and any voxel triangleVertexes in this voxel map. Closes intersection is returned.
        internal override bool GetIntersectionWithLine(ref LineD worldLine, out MyIntersectionResultLineTriangleEx? t, IntersectionFlags flags = IntersectionFlags.ALL_TRIANGLES)
        {
            t = null;

            double intersectionDistance;
            LineD line = (LineD)worldLine;
            if (!PositionComp.WorldAABB.Intersects(line, out intersectionDistance))
                return false;

            ProfilerShort.Begin("VoxelMap.LineIntersection");
            try
            {
                Line localLine = new Line(worldLine.From - PositionLeftBottomCorner,
                                          worldLine.To - PositionLeftBottomCorner, true);
                MyIntersectionResultLineTriangle tmpResult;
                if (Storage.Geometry.Intersect(ref localLine, out tmpResult, flags))
                {
                    t = new MyIntersectionResultLineTriangleEx(tmpResult, this, ref worldLine);
                    var tmp = t.Value.IntersectionPointInWorldSpace;
                    tmp.AssertIsValid();
                    return true;
                }
                else
                {
                    t = null;
                    return false;
                }
            }
            finally
            {
                ProfilerShort.End();
            }
        }
Beispiel #3
0
        //  Calculates intersection of line with any triangleVertexes in this model instance. Closest intersection and intersected triangleVertexes will be returned.
        internal virtual bool GetIntersectionWithLine(ref LineD line, out MyIntersectionResultLineTriangleEx? t, IntersectionFlags flags = IntersectionFlags.ALL_TRIANGLES)
        {
            bool ret = false;

            t = null;
            MyModel collisionModel = Model;

            if (collisionModel != null)
            {
                VRageRender.MyRenderProxy.GetRenderProfiler().StartProfilingBlock("MyEntity.GetIntersectionWithLine on model");
                MyIntersectionResultLineTriangleEx? result = collisionModel.GetTrianglePruningStructure().GetIntersectionWithLine(this, ref line, flags);
                VRageRender.MyRenderProxy.GetRenderProfiler().EndProfilingBlock();
                if (result != null)
                {
                    t = result.Value;
                    ret = true;
                }
            }

            return ret;

        }
        public bool GetIntersectionWithLine(ref LineD line, out MyIntersectionResultLineTriangleEx? t, out ushort blockId, IntersectionFlags flags = IntersectionFlags.ALL_TRIANGLES, bool checkZFight = false, bool ignoreGenerated = false)
        {
            t = null;
            blockId = 0;

            double distanceSquaredInCompound = double.MaxValue;

            bool foundIntersection = false;

            foreach (var blockPair in m_blocks)
            {
                MySlimBlock cmpSlimBlock = blockPair.Value;

				if (ignoreGenerated && cmpSlimBlock.BlockDefinition.IsGeneratedBlock)
					continue;

                MyIntersectionResultLineTriangleEx? intersectionTriResult;
                if (cmpSlimBlock.FatBlock.GetIntersectionWithLine(ref line, out intersectionTriResult) && intersectionTriResult != null)
                {
                    Vector3D startToIntersection = intersectionTriResult.Value.IntersectionPointInWorldSpace - line.From;
                    double instrDistanceSq = startToIntersection.LengthSquared();
                    if (instrDistanceSq < distanceSquaredInCompound)
                    {
						if (checkZFight && distanceSquaredInCompound < instrDistanceSq + 0.001f)
							continue;

                        distanceSquaredInCompound = instrDistanceSq;
                        t = intersectionTriResult;
                        blockId = blockPair.Key;
                        foundIntersection = true;
                    }
                }
            }

            return foundIntersection;
        }
 //  Find if distance between two intersections is less than "tolerance distance".
 public static bool IsDistanceLessThanTolerance(ref MyIntersectionResultLineTriangleEx? a, ref MyIntersectionResultLineTriangleEx? b,
     float distanceTolerance)
 {
     if (((a == null) && (b != null)) ||
         ((a != null) && (b != null) && (Math.Abs(b.Value.Triangle.Distance - a.Value.Triangle.Distance) <= distanceTolerance)))
     {
         return true;
     }
     else
     {
         //  This will be returned also when ((a == null) && (b == null))
         return false;
     }
 }
 //  Find and return closer intersection of these two. If intersection is null then it's not really an intersection.
 public static MyIntersectionResultLineTriangleEx? GetCloserIntersection(ref MyIntersectionResultLineTriangleEx? a, ref MyIntersectionResultLineTriangleEx? b)
 {
     if (((a == null) && (b != null)) ||
         ((a != null) && (b != null) && (b.Value.Triangle.Distance < a.Value.Triangle.Distance)))
     {
         //  If only "b" contains valid intersection, or when it's closer than "a"
         return b;
     }
     else
     {
         //  This will be returned also when ((a == null) && (b == null))
         return a;
     }
 }
Beispiel #7
0
 //  Calculates intersection of line with any triangleVertexes in this model instance. Closest intersection and intersected triangleVertexes will be returned.
 internal override bool GetIntersectionWithLine(ref LineD line, out MyIntersectionResultLineTriangleEx? t, IntersectionFlags flags = IntersectionFlags.ALL_TRIANGLES)
 {
     t = null;
     return false;
 }
        internal bool Intersect(ref Line worldLine, out MyIntersectionResultLineTriangleEx? result, IntersectionFlags flags)
        {
            Line localLine = new Line(worldLine.From - m_voxelMap.PositionLeftBottomCorner,
                                      worldLine.To - m_voxelMap.PositionLeftBottomCorner, true);

            Profiler.Begin("VoxelMap.LineIntersection AABB sweep");
            m_sweepResultCache.Clear();
            MyGridIntersection.Calculate(
                m_sweepResultCache,
                (int)MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_METRES,
                localLine.From,
                localLine.To,
                new Vector3I(0, 0, 0),
                m_cellsCount - 1
            );
            Profiler.End();

            Profiler.Begin("VoxelMap.LineIntersection test AABBs");
            float? minDistanceUntilNow = null;
            BoundingBox cellBoundingBox;
            Vector3I cellCoord;
            MyIntersectionResultLineTriangle? tmpResult = null;
            for (int index = 0; index < m_sweepResultCache.Count; index++)
            {
                var coord = m_sweepResultCache[index];
                cellCoord = coord;

                GetDataCellBoundingBox(ref cellCoord, out cellBoundingBox);

                float? distanceToBoundingBox = MyUtils.GetLineBoundingBoxIntersection(ref worldLine, ref cellBoundingBox);

                // Sweep results are sorted; when we get far enough, make an early exit
                const float earlyOutDistance = 1.948557f * MyVoxelConstants.GEOMETRY_CELL_SIZE_IN_METRES;  // = sqrt(3) * 9/8 * cell_side
                if (minDistanceUntilNow != null && distanceToBoundingBox != null && minDistanceUntilNow + earlyOutDistance < distanceToBoundingBox.Value)
                {
                    break;
                }

                //  Get cell from cache. If not there, precalc it and store in the cache.
                //  If null is returned, we know that cell doesn't contain any triangleVertexes so we don't need to do intersections.
                CellData cachedDataCell = GetCell(MyLodTypeEnum.LOD0, ref cellCoord);

                if (cachedDataCell == null || cachedDataCell.VoxelTrianglesCount == 0) continue;

                GetCellLineIntersectionOctree(ref tmpResult, ref localLine, ref minDistanceUntilNow, cachedDataCell, flags);
            }

            Profiler.End();

            if (tmpResult.HasValue)
            {
                result = new MyIntersectionResultLineTriangleEx(tmpResult.Value, m_voxelMap, ref worldLine);
                return true;
            }
            else
            {
                result = null;
                return false;
            }
        }
        //  Method finds intersection with line and any voxel triangleVertexes in this voxel map. Closes intersection is returned.
        internal override bool GetIntersectionWithLine(ref Line worldLine, out MyIntersectionResultLineTriangleEx? t, IntersectionFlags flags = IntersectionFlags.ALL_TRIANGLES)
        {
            t = null;

            float intersectionDistance;
            if (!m_worldAABB.Intersects(worldLine, out intersectionDistance))
                return false;

            Profiler.Begin("VoxelMap.LineIntersection");
            try
            {
                return Geometry.Intersect(ref worldLine, out t, flags);
            }
            finally
            {
                Profiler.End();
            }
        }