Example #1
0
        public MechanismEnviroment(Model sceneModel)
        {
            this.sceneModel = sceneModel;

            List<TriangleData> triangles = GetFaces();

            octree = new OctreeNode(new Vector3(-450, -450, -50), new Vector3(550, 550, 100), 0);

            foreach (TriangleData face in triangles)
            {
                octree.AddTriangle(face);
            }
            octree.Divide();
        }
Example #2
0
        public void Divide()
        {
            if (triangles.Count < 5)
                return;

            octree = new OctreeNode[8];
            Vector3 step = (max - min)/2;
            int quadIndex = 0;
            for (float x = min.X; x < max.X; x += step.X)
            {
                for (float y = min.Y; y < max.Y; y += step.Y)
                {
                    for (float z = min.Z; z < max.Z; z += step.Z)
                    {
                        Vector3 childMin2 = new Vector3(x, y, z);
                        Vector3 childMax2 = childMin2 + step;
                        octree[quadIndex] = new OctreeNode(
                            childMin2,
                            childMax2,
                            level + 1);
                        quadIndex++;
                    }
                }
            }

            Vector3 mid = (max + min) / 2;
            foreach (TriangleData triangle in triangles)
            {
                for (int i = 0; i < 3; i++)
                {
                    Vector3 pos = triangle[i] - mid;
                    bool[] bits = new bool[] { pos.X > 0, pos.Y > 0, pos.Z > 0 };
                    quadIndex = (Convert.ToByte(bits[0]) << 2) +
                        (Convert.ToByte(bits[1]) << 1) +
                        Convert.ToByte(bits[2]);
                        octree[quadIndex].AddTriangle(triangle);

                }
            }

            if (level < maxLevel)
            {
                foreach (OctreeNode oct in octree)
                {
                    oct.Divide();
                }
            }
        }