Exemple #1
0
        public bool ConstructNodes(ref int v_index, List <VertexPositionColorNormal> vertices, int grid_size)
        {
            if (size == 1)
            {
                return(ConstructLeaf(ref v_index, vertices, grid_size));
            }

            int  child_size   = size / 2;
            bool has_children = false;

            for (int i = 0; i < 4; i++)
            {
                Vector2      offset = new Vector2(i / 2, i % 2);
                QuadtreeNode child  = new QuadtreeNode();
                child.size     = child_size;
                child.position = position + offset * (float)child_size;
                child.type     = QuadtreeNodeType.Internal;

                if (child.ConstructNodes(ref v_index, vertices, grid_size))
                {
                    has_children = true;
                }
                children[i] = child;
            }

            if (!has_children)
            {
                type = QuadtreeNodeType.Leaf;
                return(false);
            }

            type = QuadtreeNodeType.Internal;
            return(true);
        }
Exemple #2
0
        public int Build(Vector2 min, int size, float threshold, List <VertexPositionColorNormal> vertices, int grid_size)
        {
            this.position = min;
            this.size     = size;
            this.type     = QuadtreeNodeType.Internal;
            int v_index = 0;

            ConstructNodes(ref v_index, vertices, grid_size);
            return(v_index);
        }
Exemple #3
0
 public QuadtreeNode()
 {
     type = QuadtreeNodeType.None;
     position = Vector2.Zero;
     size = 0;
     children = new QuadtreeNode[4];
     draw_info = new QuadtreeDrawInfo();
 }
Exemple #4
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        public bool ConstructNodes(ref int v_index, List<VertexPositionColorNormal> vertices, int grid_size)
        {
            if (size == 1)
            {
                return ConstructLeaf(ref v_index, vertices, grid_size);
            }

            int child_size = size / 2;
            bool has_children = false;
            for (int i = 0; i < 4; i++)
            {
                Vector2 offset = new Vector2(i / 2, i % 2);
                QuadtreeNode child = new QuadtreeNode();
                child.size = child_size;
                child.position = position + offset * (float)child_size;
                child.type = QuadtreeNodeType.Internal;

                if (child.ConstructNodes(ref v_index, vertices, grid_size))
                    has_children = true;
                children[i] = child;
            }

            if (!has_children)
            {
                type = QuadtreeNodeType.Leaf;
                return false;
            }

            type = QuadtreeNodeType.Internal;
            return true;
        }
Exemple #5
0
        public bool ConstructLeaf(ref int v_index, List<VertexPositionColorNormal> vertices, int grid_size)
        {
            int corners = 0;
            float[,] samples = new float[2, 2];
            for (int i = 0; i < 4; i++)
            {
                if ((samples[i / 2, i % 2] = Sampler.Sample(position + new Vector2(i / 2, i % 2))) < 0)
                    corners |= 1 << i;
            }

            if (corners == 0 || corners == 15)
                return false;

            QEF qef = new QEF();
            Vector3 average_normal = new Vector3();
            for (int i = 0; i < 4; i++)
            {
                int c1 = Sampler.Edges[i, 0];
                int c2 = Sampler.Edges[i, 1];

                int m1 = (corners >> c1) & 1;
                int m2 = (corners >> c2) & 1;
                if (m1 == m2)
                    continue;

                float d1 = samples[c1 / 2, c1 % 2];
                float d2 = samples[c2 / 2, c2 % 2];

                Vector2 p1 = new Vector2((float)((c1 / 2)), (float)((c1 % 2)));
                Vector2 p2 = new Vector2((float)((c2 / 2)), (float)((c2 % 2)));

                Vector2 intersection = Sampler.GetIntersection(p1, p2, d1, d2);
                Vector2 normal = Sampler.GetNormal(intersection + position);//GetNormal(x, y);
                average_normal += new Vector3(normal, 0);

                qef.Add(intersection, normal);
            }

            average_normal /= (float)qef.Intersections.Count;
            average_normal.Normalize();

            draw_info = new QuadtreeDrawInfo();
            draw_info.position = qef.Solve2(0, 0, 0);
            draw_info.averageNormal = average_normal;
            draw_info.corners = corners;
            draw_info.index = v_index++;
            Color n_c = new Color(average_normal * 0.5f + Vector3.One * 0.5f);
            vertices.Add(new VertexPositionColorNormal(new Vector3(position * grid_size + draw_info.position * size * grid_size, 0), n_c, average_normal));

            type = QuadtreeNodeType.Leaf;
            return true;
        }
Exemple #6
0
 public int Build(Vector2 min, int size, float threshold, List<VertexPositionColorNormal> vertices, int grid_size)
 {
     this.position = min;
     this.size = size;
     this.type = QuadtreeNodeType.Internal;
     int v_index = 0;
     ConstructNodes(ref v_index, vertices, grid_size);
     return v_index;
 }
Exemple #7
0
        public bool ConstructLeaf(ref int v_index, List <VertexPositionColorNormal> vertices, int grid_size)
        {
            int corners = 0;

            float[,] samples = new float[2, 2];
            for (int i = 0; i < 4; i++)
            {
                if ((samples[i / 2, i % 2] = Sampler.Sample(position + new Vector2(i / 2, i % 2))) < 0)
                {
                    corners |= 1 << i;
                }
            }

            if (corners == 0 || corners == 15)
            {
                return(false);
            }

            QEF     qef            = new QEF();
            Vector3 average_normal = new Vector3();

            for (int i = 0; i < 4; i++)
            {
                int c1 = Sampler.Edges[i, 0];
                int c2 = Sampler.Edges[i, 1];

                int m1 = (corners >> c1) & 1;
                int m2 = (corners >> c2) & 1;
                if (m1 == m2)
                {
                    continue;
                }

                float d1 = samples[c1 / 2, c1 % 2];
                float d2 = samples[c2 / 2, c2 % 2];

                Vector2 p1 = new Vector2((float)((c1 / 2)), (float)((c1 % 2)));
                Vector2 p2 = new Vector2((float)((c2 / 2)), (float)((c2 % 2)));

                Vector2 intersection = Sampler.GetIntersection(p1, p2, d1, d2);
                Vector2 normal       = Sampler.GetNormal(intersection + position);          //GetNormal(x, y);
                average_normal += new Vector3(normal, 0);

                qef.Add(intersection, normal);
            }

            average_normal /= (float)qef.Intersections.Count;
            average_normal.Normalize();

            draw_info               = new QuadtreeDrawInfo();
            draw_info.position      = qef.Solve2(0, 0, 0);
            draw_info.averageNormal = average_normal;
            draw_info.corners       = corners;
            draw_info.index         = v_index++;
            Color n_c = new Color(average_normal * 0.5f + Vector3.One * 0.5f);

            vertices.Add(new VertexPositionColorNormal(new Vector3(position * grid_size + draw_info.position * size * grid_size, 0), n_c, average_normal));

            type = QuadtreeNodeType.Leaf;
            return(true);
        }