Esempio n. 1
0
        /// <summary>
        /// Gets outline corners of a box as seen from given position (in clockwise order).
        /// Returns null if position is inside the box.
        /// </summary>
        public static V3d[] GetOutlineCornersCW(this Box3d box, V3d fromPosition)
        {
            var cs = box.ComputeCorners();

            return(GetOutlineCornerIndicesCW(box, fromPosition).Map(i => cs[i]));
        }
Esempio n. 2
0
        /// <summary>
        /// Gets outline corner indices of a box as seen from given position (in clockwise order).
        /// Returns null if position is inside the box.
        /// </summary>
        public static int[] GetOutlineCornerIndicesCW(this Box3d box, V3d fromPosition)
        {
            var cs = box.ComputeCorners();

            if (fromPosition.X < box.Min.X)
            {         //-X
                if (fromPosition.Y < box.Min.Y)
                {     //-Y
                    if (fromPosition.Z < box.Min.Z)
                    { // -X -Y -Z
                        return(new[] { 1, 3, 2, 6, 4, 5 });
                    }
                    else if (fromPosition.Z > box.Max.Z)
                    { // -X -Y +Z
                        return(new[] { 0, 2, 6, 7, 5, 1 });
                    }
                    else
                    { // -X -Y  Z
                        return(new[] { 1, 2, 6, 5 });
                    }
                }
                else if (fromPosition.Y > box.Max.Y)
                {     // +Y
                    if (fromPosition.Z < box.Min.Z)
                    { // -X +Y -Z
                        return(new[] { 0, 1, 3, 7, 6, 4 });
                    }
                    else if (fromPosition.Z > box.Max.Z)
                    { // -X +Y +Z
                        return(new[] { 0, 2, 3, 7, 5, 4 });
                    }
                    else
                    { // -X +Y  Z
                        return(new[] { 0, 3, 7, 4 });
                    }
                }
                else
                {     // Y
                    if (fromPosition.Z < box.Min.Z)
                    { // -X  Y -Z
                        return(new[] { 1, 3, 6, 4 });
                    }
                    else if (fromPosition.Z > box.Max.Z)
                    { // -X  Y +Z
                        return(new[] { 0, 2, 7, 5 });
                    }
                    else
                    { // -X  Y  Z
                        return(new[] { 0, 2, 6, 4 });
                    }
                }
            }
            else if (fromPosition.X > box.Max.X)
            {         // +X
                if (fromPosition.Y < box.Min.Y)
                {     //-Y
                    if (fromPosition.Z < box.Min.Z)
                    { // +X -Y -Z
                        return(new[] { 0, 4, 5, 7, 3, 2 });
                    }
                    else if (fromPosition.Z > box.Max.Z)
                    { // +X -Y +Z
                        return(new[] { 0, 4, 6, 7, 3, 1 });
                    }
                    else
                    { // +X -Y  Z
                        return(new[] { 0, 4, 7, 3 });
                    }
                }
                else if (fromPosition.Y > box.Max.Y)
                {     // +Y
                    if (fromPosition.Z < box.Min.Z)
                    { // +X +Y -Z
                        return(new[] { 0, 1, 5, 7, 6, 2 });
                    }
                    else if (fromPosition.Z > box.Max.Z)
                    { // +X +Y +Z
                        return(new[] { 1, 5, 4, 6, 2, 3 });
                    }
                    else
                    { // +X +Y  Z
                        return(new[] { 1, 5, 6, 2 });
                    }
                }
                else
                {     // Y
                    if (fromPosition.Z < box.Min.Z)
                    { // +X  Y -Z
                        return(new[] { 0, 5, 7, 2 });
                    }
                    else if (fromPosition.Z > box.Max.Z)
                    { // +X  Y +Z
                        return(new[] { 1, 4, 6, 3 });
                    }
                    else
                    { // +X  Y  Z
                        return(new[] { 1, 5, 7, 3 });
                    }
                }
            }
            else
            {         // X
                if (fromPosition.Y < box.Min.Y)
                {     //-Y
                    if (fromPosition.Z < box.Min.Z)
                    { //  X -Y -Z
                        return(new[] { 2, 4, 5, 3 });
                    }
                    else if (fromPosition.Z > box.Max.Z)
                    { //  X -Y +Z
                        return(new[] { 0, 6, 7, 1 });
                    }
                    else
                    { //  X -Y  Z
                        return(new[] { 0, 4, 5, 1 });
                    }
                }
                else if (fromPosition.Y > box.Max.Y)
                {     // +Y
                    if (fromPosition.Z < box.Min.Z)
                    { //  X +Y -Z
                        return(new[] { 0, 1, 7, 6 });
                    }
                    else if (fromPosition.Z > box.Max.Z)
                    { //  X +Y +Z
                        return(new[] { 2, 3, 5, 4 });
                    }
                    else
                    { //  X +Y  Z
                        return(new[] { 2, 3, 7, 6 });
                    }
                }
                else
                {     // Y
                    if (fromPosition.Z < box.Min.Z)
                    { //  X  Y -Z
                        return(new[] { 0, 1, 3, 2 });
                    }
                    else if (fromPosition.Z > box.Max.Z)
                    { //  X  Y +Z
                        return(new[] { 4, 6, 7, 5 });
                    }
                    else
                    { //  X  Y  Z
                        return(null);
                    }
                }
            }
        }