Esempio n. 1
0
        public Octree(Primatives.TriangleMesh Mesh, int MaxLevels)
        {
            Vector3[] maxmin = maxMin(Mesh);
            Vector3 max = maxmin[0];
            Vector3 min = maxmin[1];

            this.mesh = Mesh;

            this.maxDivisions = MaxLevels;

            center = (maxmin[0] + maxmin[1]) / 2;
            size = (maxmin[0] - maxmin[1]);
        }
Esempio n. 2
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 public float LineTriangle(Primatives.Triangle Triangle, Primatives.Line Line)
 {
     float x = -Vector3.Dot((Line.Vertices[0] - Triangle.Vertices[0]), Triangle.Normal) / Vector3.Dot(Line.Vertices[1] - Line.Vertices[0], Triangle.Normal);
     if (x < 0 || x > 1)
         return -1;
     else
     {
         Vector3 intersection = Line.Vertices[0] + x * Vector3.Normalize(Line.Vertices[1] - Line.Vertices[0]);
         if (PointInTriangle(intersection, Triangle.Vertices[0], Triangle.Vertices[1], Triangle.Vertices[2]))
             return x;
         else
             return -1;
     }
 }
Esempio n. 3
0
        Vector3[] maxMin(Primatives.TriangleMesh Mesh)
        {
            Vector3 max = Vector3.Zero;
            Vector3 min = Vector3.Zero;
            Vector3[] maxmin = new Vector3[2];

            foreach(Primatives.Triangle Triangle in Mesh.Triangles)
            {
                for(int i = 0; i < 3; i++)
                {
                    if (Triangle.Vertices[i].X > max.X)
                        max.X = Triangle.Vertices[i].X;
                    if (Triangle.Vertices[i].Y > max.Y)
                        max.Y = Triangle.Vertices[i].Y;
                    if (Triangle.Vertices[i].Z > max.Z)
                        max.Z = Triangle.Vertices[i].Z;

                    if (Triangle.Vertices[i].X < min.X)
                        min.X = Triangle.Vertices[i].X;
                    if (Triangle.Vertices[i].Y < min.Y)
                        min.Y = Triangle.Vertices[i].Y;
                    if (Triangle.Vertices[i].Z < min.Z)
                        min.Z = Triangle.Vertices[i].Z;
                }
            }

            maxmin[0] = max;
            maxmin[1] = min;

            return maxmin;
        }