Exemple #1
0
        /// <summary>
        /// Finds the closest point on a mesh given the specified sphere. We can use a sphere
        /// in order to test for triangles that are in-range of the point.
        /// </summary>
        /// <param name="rPoint"></param>
        /// <param name="rRadius"></param>
        /// <returns></returns>
        public Vector3 ClosestPoint(Vector3 rPoint, float rRadius)
        {
            if (rRadius == 0f)
            {
                return(ClosestPoint(rPoint));
            }

            Vector3 lPoint;

            Vector3 lClosestPoint = Vector3.zero;

            lClosestPoint.x = float.MaxValue;

            // Gather all the triangles that are in range
            sClosestTrianglesIndexes.Clear();
            GetTriangles(rPoint, rRadius, sClosestTrianglesIndexes);

            // Go through all the triangles and find the closest
            for (int i = 0; i < sClosestTrianglesIndexes.Count; i++)
            {
                int     lTriangleIndex = sClosestTrianglesIndexes[i];
                Vector3 lVertex1       = MeshVertices[MeshTriangles[lTriangleIndex]];
                Vector3 lVertex2       = MeshVertices[MeshTriangles[lTriangleIndex + 1]];
                Vector3 lVertex3       = MeshVertices[MeshTriangles[lTriangleIndex + 2]];

                MeshExt.ClosestPointOnTriangle(ref rPoint, ref lVertex1, ref lVertex2, ref lVertex3, out lPoint);
                if (lPoint.x == float.MaxValue)
                {
                    continue;
                }

                if (lClosestPoint.x == float.MaxValue || Vector3.SqrMagnitude(lPoint - rPoint) < Vector3.SqrMagnitude(lClosestPoint - rPoint))
                {
                    lClosestPoint = lPoint;

                    ////lVertex1 = MeshExt.DebugTransform.TransformPoint(lVertex1);
                    ////lVertex2 = MeshExt.DebugTransform.TransformPoint(lVertex2);
                    ////lVertex3 = MeshExt.DebugTransform.TransformPoint(lVertex3);
                    ////DebugDraw.DrawLineOverlay(lVertex1, lVertex2, 0.01f, Color.magenta, 1f);
                    ////DebugDraw.DrawLineOverlay(lVertex2, lVertex3, 0.01f, Color.magenta, 1f);
                    ////DebugDraw.DrawLineOverlay(lVertex3, lVertex1, 0.01f, Color.magenta, 1f);
                }
            }

            return(lClosestPoint);
        }
Exemple #2
0
        /// <summary>
        /// Returns the closest triangle index that the point is positioned at.
        /// </summary>
        /// <param name="rPoint">Position (in local space) we are testing</param>
        /// <returns></returns>
        public int ClosestTriangle(Vector3 rPoint)
        {
            int lClosestIndex = -1;

            if (rPoint.x + EPSILON < Min.x)
            {
                return(lClosestIndex);
            }
            if (rPoint.x - EPSILON > Max.x)
            {
                return(lClosestIndex);
            }
            if (rPoint.y + EPSILON < Min.y)
            {
                return(lClosestIndex);
            }
            if (rPoint.y - EPSILON > Max.y)
            {
                return(lClosestIndex);
            }
            if (rPoint.z + EPSILON < Min.z)
            {
                return(lClosestIndex);
            }
            if (rPoint.z - EPSILON > Max.z)
            {
                return(lClosestIndex);
            }

            Vector3 lPoint;

            Vector3 lClosestPoint = Vector3.zero;

            lClosestPoint.x = float.MaxValue;

            if (Children == null)
            {
                if (TriangleIndexes != null)
                {
                    for (int i = 0; i < TriangleIndexes.Count; i++)
                    {
                        int     lTriangleIndex = TriangleIndexes[i];
                        Vector3 lVertex1       = MeshVertices[MeshTriangles[lTriangleIndex]];
                        Vector3 lVertex2       = MeshVertices[MeshTriangles[lTriangleIndex + 1]];
                        Vector3 lVertex3       = MeshVertices[MeshTriangles[lTriangleIndex + 2]];

                        MeshExt.ClosestPointOnTriangle(ref rPoint, ref lVertex1, ref lVertex2, ref lVertex3, out lPoint);
                        if (lPoint.x == float.MaxValue)
                        {
                            continue;
                        }

                        if (lClosestPoint.x == float.MaxValue || Vector3.SqrMagnitude(lPoint - rPoint) < Vector3.SqrMagnitude(lClosestPoint - rPoint))
                        {
                            lClosestIndex = lTriangleIndex;
                            lClosestPoint = lPoint;
                        }
                    }
                }
            }
            else
            {
                for (int i = 0; i < 8; i++)
                {
                    int lTestClosestIndex = Children[i].ClosestTriangle(rPoint);
                    if (lTestClosestIndex >= 0)
                    {
                        lClosestIndex = lTestClosestIndex;
                    }
                }
            }

            return(lClosestIndex);
        }
Exemple #3
0
        /// <summary>
        /// Finds the closest point on the mesh given the specified point (in local space)
        /// </summary>
        /// <param name="rPoint"></param>
        /// <returns></returns>
        public Vector3 ClosestPoint(Vector3 rPoint)
        {
            Vector3 lPoint;

            Vector3 lClosestPoint = Vector3.zero;

            lClosestPoint.x = float.MaxValue;

            if (rPoint.x + EPSILON < Min.x)
            {
                return(lClosestPoint);
            }
            if (rPoint.x - EPSILON > Max.x)
            {
                return(lClosestPoint);
            }
            if (rPoint.y + EPSILON < Min.y)
            {
                return(lClosestPoint);
            }
            if (rPoint.y - EPSILON > Max.y)
            {
                return(lClosestPoint);
            }
            if (rPoint.z + EPSILON < Min.z)
            {
                return(lClosestPoint);
            }
            if (rPoint.z - EPSILON > Max.z)
            {
                return(lClosestPoint);
            }

            if (Children == null)
            {
                if (TriangleIndexes != null)
                {
                    for (int i = 0; i < TriangleIndexes.Count; i++)
                    {
                        int     lTriangleIndex = TriangleIndexes[i];
                        Vector3 lVertex1       = MeshVertices[MeshTriangles[lTriangleIndex]];
                        Vector3 lVertex2       = MeshVertices[MeshTriangles[lTriangleIndex + 1]];
                        Vector3 lVertex3       = MeshVertices[MeshTriangles[lTriangleIndex + 2]];

                        MeshExt.ClosestPointOnTriangle(ref rPoint, ref lVertex1, ref lVertex2, ref lVertex3, out lPoint);
                        if (lPoint.x == float.MaxValue)
                        {
                            continue;
                        }

                        if (lClosestPoint.x == float.MaxValue || Vector3.SqrMagnitude(lPoint - rPoint) < Vector3.SqrMagnitude(lClosestPoint - rPoint))
                        {
                            lClosestPoint = lPoint;

                            //lVertex1 = MeshExt.DebugTransform.TransformPoint(lVertex1);
                            //lVertex2 = MeshExt.DebugTransform.TransformPoint(lVertex2);
                            //lVertex3 = MeshExt.DebugTransform.TransformPoint(lVertex3);
                            //DebugDraw.DrawLineOverlay(lVertex1, lVertex2, 0.01f, Color.magenta, 1f);
                            //DebugDraw.DrawLineOverlay(lVertex2, lVertex3, 0.01f, Color.magenta, 1f);
                            //DebugDraw.DrawLineOverlay(lVertex3, lVertex1, 0.01f, Color.magenta, 1f);
                        }
                    }
                }
            }
            else
            {
                for (int i = 0; i < 8; i++)
                {
                    lPoint = Children[i].ClosestPoint(rPoint);
                    if (lPoint.x == float.MaxValue)
                    {
                        continue;
                    }

                    if (lClosestPoint.x == float.MaxValue || Vector3.SqrMagnitude(lPoint - rPoint) < Vector3.SqrMagnitude(lClosestPoint - rPoint))
                    {
                        lClosestPoint = lPoint;
                    }
                }
            }

            return(lClosestPoint);
        }