Example #1
0
    /// <summary>
    /// Gets a vector with the maximum x,y and z values of both vectors.
    /// </summary>
    /// <param name="value1">The first value.</param>
    /// <param name="value2">The second value.</param>
    /// <returns>A vector with the maximum x,y and z values of both vectors.</returns>
    #region public static JVector Max(JVector value1, JVector value2)
    public static TSVector Max(TSVector value1, TSVector value2)
    {
        TSVector result;

        TSVector.Max(ref value1, ref value2, out result);
        return(result);
    }
Example #2
0
        void BuildQuadtree(List <IAgentBehaviour> agents, Quadtree <QTData> tree)
        {
            // foreach(KeyValuePair< int, List < IAgentBehaviour >> kv in _agents)
            {
                tree.Clear();
                if (agents.Count > 0)
                {
                    QTBound bounds = QTBound.MinMaxQTBound(agents[0].position, agents[0].position);
                    int     count  = agents.Count;
                    for (int i = 1; i < count; i++)
                    {
                        //if(agents[i]==null || agents[i]==null)
                        //{
                        //    continue;
                        //}
                        TSVector p = agents[i].position;
                        bounds = QTBound.MinMaxQTBound(TSVector.Min(bounds.min, p), TSVector.Max(bounds.max, p));
                    }
                    tree.SetBounds(bounds);

                    for (int i = 0; i < count; i++)
                    {
                        tree.Insert(agents[i]);
                    }
                    //  tree.DebugDraw();
                }
                tree.CalculateSpeeds();
            }
        }
Example #3
0
        /// <summary>
        /// Creates a new box containing the two given ones.
        /// </summary>
        /// <param name="original">First box.</param>
        /// <param name="additional">Second box.</param>
        /// <param name="result">A JBBox containing the two given boxes.</param>
        public static void CreateMerged(ref TSBBox original, ref TSBBox additional, out TSBBox result)
        {
            TSVector vector;
            TSVector vector2;

            TSVector.Min(ref original.min, ref additional.min, out vector2);
            TSVector.Max(ref original.max, ref additional.max, out vector);
            result.min = vector2;
            result.max = vector;
        }
Example #4
0
        /// <summary>
        /// Expands a bounding box with the volume 0 by all points
        /// given.
        /// </summary>
        /// <param name="points">A array of JVector.</param>
        /// <returns>The resulting bounding box containing all points.</returns>
        #region public static JBBox CreateFromPoints(JVector[] points)

        public static TSBBox CreateFromPoints(TSVector[] points)
        {
            TSVector vector3 = new TSVector(FP.MaxValue);
            TSVector vector2 = new TSVector(FP.MinValue);

            for (int i = 0; i < points.Length; i++)
            {
                TSVector.Min(ref vector3, ref points[i], out vector3);
                TSVector.Max(ref vector2, ref points[i], out vector2);
            }
            return(new TSBBox(vector3, vector2));
        }
Example #5
0
        /// <summary>
        /// Builds the octree.
        /// </summary>
        #region public void BuildOctree()
        public void BuildOctree()
        {
            // create tri and tri bounding box arrays
            triBoxes = new TSBBox[tris.Length];

            // create an infinite size root box
            rootNodeBox = new TSBBox(new TSVector(FP.PositiveInfinity, FP.PositiveInfinity, FP.PositiveInfinity),
                                     new TSVector(FP.NegativeInfinity, FP.NegativeInfinity, FP.NegativeInfinity));


            for (int i = 0; i < tris.Length; i++)
            {
                TSVector.Min(ref positions[tris[i].I1], ref positions[tris[i].I2], out triBoxes[i].min);
                TSVector.Min(ref positions[tris[i].I0], ref triBoxes[i].min, out triBoxes[i].min);

                TSVector.Max(ref positions[tris[i].I1], ref positions[tris[i].I2], out triBoxes[i].max);
                TSVector.Max(ref positions[tris[i].I0], ref triBoxes[i].max, out triBoxes[i].max);

                // get size of the root box
                TSVector.Min(ref rootNodeBox.min, ref triBoxes[i].min, out rootNodeBox.min);
                TSVector.Max(ref rootNodeBox.max, ref triBoxes[i].max, out rootNodeBox.max);
            }

            List <BuildNode> buildNodes = new List <BuildNode>();

            buildNodes.Add(new BuildNode());
            buildNodes[0].box = rootNodeBox;

            TSBBox[] children = new TSBBox[8];
            for (int triNum = 0; triNum < tris.Length; triNum++)
            {
                int    nodeIndex = 0;
                TSBBox box       = rootNodeBox;

                while (box.Contains(ref triBoxes[triNum]) == TSBBox.ContainmentType.Contains)
                {
                    int childCon = -1;
                    for (int i = 0; i < 8; ++i)
                    {
                        CreateAABox(ref box, (EChild)i, out children[i]);
                        if (children[i].Contains(ref triBoxes[triNum]) == TSBBox.ContainmentType.Contains)
                        {
                            // this box contains the tri, it can be the only one that does,
                            // so we can stop our child search now and recurse into it
                            childCon = i;
                            break;
                        }
                    }

                    // no child contains this tri completely, so it belong in this node
                    if (childCon == -1)
                    {
                        buildNodes[nodeIndex].triIndices.Add(triNum);
                        break;
                    }
                    else
                    {
                        // do we already have this child
                        int childIndex = -1;
                        for (int index = 0; index < buildNodes[nodeIndex].nodeIndices.Count; ++index)
                        {
                            if (buildNodes[buildNodes[nodeIndex].nodeIndices[index]].childType == childCon)
                            {
                                childIndex = index;
                                break;
                            }
                        }
                        if (childIndex == -1)
                        {
                            // nope create child
                            BuildNode parentNode = buildNodes[nodeIndex];
                            BuildNode newNode    = new BuildNode();
                            newNode.childType = childCon;
                            newNode.box       = children[childCon];
                            buildNodes.Add(newNode);

                            nodeIndex = buildNodes.Count - 1;
                            box       = children[childCon];
                            parentNode.nodeIndices.Add(nodeIndex);
                        }
                        else
                        {
                            nodeIndex = buildNodes[nodeIndex].nodeIndices[childIndex];
                            box       = children[childCon];
                        }
                    }
                }
            }

            // now convert to the tighter Node from BuildNodes
            nodes         = new Node[buildNodes.Count];
            nodeStackPool = new ArrayResourcePool <ushort>(buildNodes.Count);
            //nodeStack = new UInt16[buildNodes.Count];
            for (int i = 0; i < nodes.Length; i++)
            {
                nodes[i].nodeIndices = new UInt16[buildNodes[i].nodeIndices.Count];
                for (int index = 0; index < nodes[i].nodeIndices.Length; ++index)
                {
                    nodes[i].nodeIndices[index] = (UInt16)buildNodes[i].nodeIndices[index];
                }

                nodes[i].triIndices = new int[buildNodes[i].triIndices.Count];
                buildNodes[i].triIndices.CopyTo(nodes[i].triIndices);
                nodes[i].box = buildNodes[i].box;
            }
            buildNodes.Clear(); buildNodes = null;
        }
Example #6
0
 public void AddPoint(ref TSVector point)
 {
     TSVector.Max(ref this.max, ref point, out this.max);
     TSVector.Min(ref this.min, ref point, out this.min);
 }
Example #7
0
 public void AddPoint(TSVector point)
 {
     TSVector.Max(this.max, point, out this.max);
     TSVector.Min(this.min, point, out this.min);
 }