Ejemplo n.º 1
0
    public RayIntersection(Transform transform, IOctree octree, Ray r, bool intersectMultiple, int? wantedDepth,
		Filter filter, bool debug = false)
    {
        _filter = filter;

        _debug = debug;
        _tree = octree;
        _rootNode = octree.GetRoot();
        if (_rootNode == null) {
            //we had a good run guys, time to call it a day
            return;
        }

        _transform = transform;
        _ray = r;
        _intersectMultiple = intersectMultiple;
        _dimensionFlipFlags = 0;

        var rootBounds = _rootNode.GetBounds();
        if (_debug) {
            DrawBounds(rootBounds, Color.gray);
        }

        var rootCenter = rootBounds.center;

        var ro = transform.InverseTransformPoint(r.origin) - rootCenter;
        var rd = transform.InverseTransformDirection(r.direction);

        var rox = ro.x;
        var roy = ro.y;
        var roz = ro.z;

        var rdx = rd.x;
        var rdy = rd.y;
        var rdz = rd.z;

        var ocMin = rootBounds.min - rootCenter;
        var ocMax = rootBounds.max - rootCenter;

        if (rdx < 0.0f) {
            rox = -rox;
            rdx = -rdx;
            _dimensionFlipFlags |= 1;
        }

        if (rdy < 0.0f) {
            roy = -roy;
            rdy = -rdy;
            _dimensionFlipFlags |= 2;
        }

        if (rdz < 0.0f) {
            roz = -roz;
            rdz = -rdz;
            _dimensionFlipFlags |= 4;
        }

        float tx0, tx1, ty0, ty1, tz0, tz1;

        if (!Mathf.Approximately(rdx, 0.0f)) {
            tx0 = (ocMin.x - rox) / rdx;
            tx1 = (ocMax.x - rox) / rdx;
        } else {
            tx0 = 99999.9f;
            tx1 = 99999.9f;
        }

        if (!Mathf.Approximately(rdy, 0.0f)) {
            ty0 = (ocMin.y - roy) / rdy;
            ty1 = (ocMax.y - roy) / rdy;
        } else {
            ty0 = 99999.9f;
            ty1 = 99999.9f;
        }

        if (!Mathf.Approximately(rdz, 0.0f)) {
            tz0 = (ocMin.z - roz) / rdz;
            tz1 = (ocMax.z - roz) / rdz;
        } else {
            tz0 = 99999.9f;
            tz1 = 99999.9f;
        }

        if (_debug) {
            Debug.DrawLine(_ray.origin, _ray.GetPoint(5000), Color.yellow);
        }

        if (Mathf.Max(tx0, ty0, tz0) < Mathf.Min(tx1, ty1, tz1)) {
            ProcSubtree(tx0, ty0, tz0, tx1, ty1, tz1, _rootNode, _rootNode.IsSolid(), 0, wantedDepth,
                _rootNode.GetCoords());
        }
    }
Ejemplo n.º 2
0
    public RayIntersection(Transform transform, IOctree octree, Ray r, bool intersectMultiple, int?wantedDepth,
                           Filter filter, bool debug = false)
    {
        _filter = filter;

        _debug    = debug;
        _tree     = octree;
        _rootNode = octree.GetRoot();
        if (_rootNode == null)
        {
            //we had a good run guys, time to call it a day
            return;
        }

        _transform          = transform;
        _ray                = r;
        _intersectMultiple  = intersectMultiple;
        _dimensionFlipFlags = 0;


        var rootBounds = _rootNode.GetBounds();

        if (_debug)
        {
            DrawBounds(rootBounds, Color.gray);
        }

        var rootCenter = rootBounds.center;

        var ro = transform.InverseTransformPoint(r.origin) - rootCenter;
        var rd = transform.InverseTransformDirection(r.direction);

        var rox = ro.x;
        var roy = ro.y;
        var roz = ro.z;

        var rdx = rd.x;
        var rdy = rd.y;
        var rdz = rd.z;

        var ocMin = rootBounds.min - rootCenter;
        var ocMax = rootBounds.max - rootCenter;

        if (rdx < 0.0f)
        {
            rox = -rox;
            rdx = -rdx;
            _dimensionFlipFlags |= 1;
        }

        if (rdy < 0.0f)
        {
            roy = -roy;
            rdy = -rdy;
            _dimensionFlipFlags |= 2;
        }

        if (rdz < 0.0f)
        {
            roz = -roz;
            rdz = -rdz;
            _dimensionFlipFlags |= 4;
        }

        float tx0, tx1, ty0, ty1, tz0, tz1;

        if (!Mathf.Approximately(rdx, 0.0f))
        {
            tx0 = (ocMin.x - rox) / rdx;
            tx1 = (ocMax.x - rox) / rdx;
        }
        else
        {
            tx0 = 99999.9f;
            tx1 = 99999.9f;
        }

        if (!Mathf.Approximately(rdy, 0.0f))
        {
            ty0 = (ocMin.y - roy) / rdy;
            ty1 = (ocMax.y - roy) / rdy;
        }
        else
        {
            ty0 = 99999.9f;
            ty1 = 99999.9f;
        }

        if (!Mathf.Approximately(rdz, 0.0f))
        {
            tz0 = (ocMin.z - roz) / rdz;
            tz1 = (ocMax.z - roz) / rdz;
        }
        else
        {
            tz0 = 99999.9f;
            tz1 = 99999.9f;
        }

        if (_debug)
        {
            Debug.DrawLine(_ray.origin, _ray.GetPoint(5000), Color.yellow);
        }

        if (Mathf.Max(tx0, ty0, tz0) < Mathf.Min(tx1, ty1, tz1))
        {
            ProcSubtree(tx0, ty0, tz0, tx1, ty1, tz1, _rootNode, _rootNode.IsSolid(), 0, wantedDepth,
                        _rootNode.GetCoords());
        }
    }