Ejemplo n.º 1
0
        private void addPolygon(ref BSPNode root, BSPFaceRef face, Polygon transformed)
        {
            if(root == null) root = new BSPNode();

            if(root.PolygonsFront.Count == 0)
            {
                // We though root.Front == null && root.Back == null
                root.Plane = transformed.Plane;
                root.PolygonsFront = new List<BSPFaceRef> { face };
                return;
            }

            var positive = 0;
            var negative = 0;
            var inPlane = 0;

            foreach(var v in transformed.Vertices)
            {
                var dist = root.Plane.Distance(v.Position);
                if (dist > SPLIT_EPSILON)
                    positive++;
                else if (dist < -SPLIT_EPSILON)
                    negative++;
                else
                    inPlane++;
            }

            if(positive > 0 && negative == 0) // SPLIT_FRONT
            {
                addPolygon(ref root.Front, face, transformed);
            }
            else if(positive == 0 && negative > 0) // SPLIT_BACK
            {
                addPolygon(ref root.Back, face, transformed);
            }
            else // SPLIT_IN_PLANE
            {
                if(transformed.Plane.Normal.Dot(root.Plane.Normal) > 0.9)
                {
                    root.PolygonsFront.Add(face);
                }
                else
                {
                    root.PolygonsBack.Add(face);
                }
            }
        }
Ejemplo n.º 2
0
        public void RenderBSPBackToFront(BlendingMode currentTransparency, BSPNode root,
            UnlitTintedShaderDescription shader)
        {
            var d = root.Plane.Distance(EngineCamera.Position);

            if (d >= 0)
            {
                if (root.Back != null)
                {
                    RenderBSPBackToFront(currentTransparency, root.Back, shader);
                }

                foreach (var p in root.PolygonsBack)
                {
                    RenderPolygonTransparency(currentTransparency, p, shader);
                }
                foreach (var p in root.PolygonsFront)
                {
                    RenderPolygonTransparency(currentTransparency, p, shader);
                }

                if (root.Front != null)
                {
                    RenderBSPBackToFront(currentTransparency, root.Front, shader);
                }
            }
            else
            {
                if (root.Front != null)
                {
                    RenderBSPBackToFront(currentTransparency, root.Front, shader);
                }

                foreach (var p in root.PolygonsFront)
                {
                    RenderPolygonTransparency(currentTransparency, p, shader);
                }
                foreach (var p in root.PolygonsBack)
                {
                    RenderPolygonTransparency(currentTransparency, p, shader);
                }

                if (root.Back != null)
                {
                    RenderBSPBackToFront(currentTransparency, root.Back, shader);
                }
            }
        }
Ejemplo n.º 3
0
 public void Reset()
 {
     Root = new BSPNode();
 }