public Triangle3D(Triangle3D source)
 {
     _points    = new Vector3[3];
     _points[0] = source.Point0;
     _points[1] = source.Point1;
     _points[2] = source.Point2;
     _plane     = source._plane;
     _area      = source._area;
 }
        public List <Vector3> GetOverlappedWorldVerts(OrientedBox box, Matrix4x4 meshTransformMatrix)
        {
            if (IsBuildingSilent)
            {
                while (IsBuildingSilent)
                {
                    ;
                }
            }
            if (!_wasBuilt)
            {
                Build();
            }

            // Work in mesh model space because the tree daata exists in model space
            Matrix4x4 inverseTransform = meshTransformMatrix.inverse;

            box.Transform(inverseTransform);

            // Retrieve the nodes overlapped by the specified box
            List <SphereTreeNode <MeshSphereTreeTriangle> > overlappedNodes = _sphereTree.OverlapBox(box);

            if (overlappedNodes.Count == 0)
            {
                return(new List <Vector3>());
            }

            // Loop through all nodes
            var overlappedWorldVerts = new List <Vector3>();

            foreach (var node in overlappedNodes)
            {
                // Get the traingle associated with the node
                int        triangleIndex      = node.Data.TriangleIndex;
                Triangle3D modelSpaceTriangle = _editorMesh.GetTriangle(triangleIndex);

                // Now check which of the triangle points resides inside the box
                List <Vector3> trianglePoints = modelSpaceTriangle.GetPoints();
                foreach (var pt in trianglePoints)
                {
                    // When a point resides inside the box, we will transform it in world space and add it to the final point list
                    if (box.ContainsPoint(pt))
                    {
                        overlappedWorldVerts.Add(meshTransformMatrix.MultiplyPoint(pt));
                    }
                }
            }

            return(overlappedWorldVerts);
        }
        /// <summary>
        /// Registers the mesh trianlge with the specified index with the tree.
        /// </summary>
        private bool RegisterTriangle(int triangleIndex)
        {
            Triangle3D triangle = _editorMesh.GetTriangle(triangleIndex);

            if (!IsTriangleValid(triangle))
            {
                return(false);
            }

            // Create the triangle node data and instruct the tree to add this node
            var meshSphereTreeTriangle = new MeshSphereTreeTriangle(triangleIndex);

            _sphereTree.AddTerminalNode(triangle.GetEncapsulatingSphere(), meshSphereTreeTriangle);

            return(true);
        }
        protected override void DoJob()
        {
            for (int triIndex = 0; triIndex < _meshTriangles.Count; ++triIndex)
            {
                Triangle3D triangle = _meshTriangles[triIndex];
                if (ValidateTriangle != null && !ValidateTriangle(triangle))
                {
                    continue;
                }

                var meshSphereTreeTriangle = new MeshSphereTreeTriangle(triIndex);
                _sphereTree.AddTerminalNode(triangle.GetEncapsulatingSphere(), meshSphereTreeTriangle);
            }

            if (SilentBuildFinished != null)
            {
                SilentBuildFinished();
            }
        }
        /// <summary>
        /// Performs a ray cast against the mesh tree and returns an instance of the 'MeshRayHit'
        /// class which holds information about the ray hit. The method returns the hit which is
        /// closest to the ray origin. If no triangle was hit, the method returns null.
        /// </summary>
        public MeshRayHit Raycast(Ray ray, Matrix4x4 meshTransformMatrix)
        {
            if (IsBuildingSilent)
            {
                while (IsBuildingSilent)
                {
                    ;
                }
            }
            if (!_wasBuilt)
            {
                Build();
            }

            // When the sphere tree is constructed it is constructed in the mesh local space (i.e. it takes
            // no position/rotation/scale into account). This is required because a mesh can be shared by
            // lots of different objects each with its own transform data. This is why we need the mes matrix
            // parameter. It allows us to transform the ray in the mesh local space and perform our tests there.
            Ray meshLocalSpaceRay = ray.InverseTransform(meshTransformMatrix);

            // First collect all terminal nodes which are intersected by this ray. If no nodes
            // are intersected, we will return null.
            List <SphereTreeNodeRayHit <MeshSphereTreeTriangle> > nodeRayHits = _sphereTree.RaycastAll(meshLocalSpaceRay);

            if (nodeRayHits.Count == 0)
            {
                return(null);
            }

            // We now have to loop thorugh all intersected nodes and find the triangle whose
            // intersection point is closest to the ray origin.
            float      minT                   = float.MaxValue;
            Triangle3D closestTriangle        = null;
            int        indexOfClosestTriangle = -1;
            Vector3    closestHitPoint        = Vector3.zero;

            foreach (var nodeRayHit in nodeRayHits)
            {
                // Retrieve the data associated with the node and construct the mesh triangle instance
                MeshSphereTreeTriangle sphereTreeTriangle = nodeRayHit.HitNode.Data;
                Triangle3D             meshTriangle       = _editorMesh.GetTriangle(sphereTreeTriangle.TriangleIndex);

                // Check if the ray intersects the trianlge which resides in the node
                float hitEnter;
                if (meshTriangle.Raycast(meshLocalSpaceRay, out hitEnter))
                {
                    // The trianlge is intersected by the ray, but we also have to ensure that the
                    // intersection point is closer than what we have found so far. If it is, we
                    // store all relevant information.
                    if (hitEnter < minT)
                    {
                        minT                   = hitEnter;
                        closestTriangle        = meshTriangle;
                        indexOfClosestTriangle = sphereTreeTriangle.TriangleIndex;
                        closestHitPoint        = meshLocalSpaceRay.GetPoint(hitEnter);
                    }
                }
            }

            // If we found the closest triangle, we can construct the ray hit instance and return it.
            // Otherwise we return null. This can happen when the ray intersects the triangle node
            // spheres, but the triangles themselves.
            if (closestTriangle != null)
            {
                // We have worked in mesh local space up until this point, but we want to return the
                // hit info in world space, so we have to transform the hit data accordingly.
                closestHitPoint = meshTransformMatrix.MultiplyPoint(closestHitPoint);
                minT            = (ray.origin - closestHitPoint).magnitude;
                Vector3 worldNormal = meshTransformMatrix.MultiplyVector(closestTriangle.Normal);

                return(new MeshRayHit(ray, minT, indexOfClosestTriangle, closestHitPoint, worldNormal));
            }
            else
            {
                return(null);
            }
        }
 private bool IsTriangleValid(Triangle3D triangle)
 {
     return(!triangle.IsDegenerate);
 }