Esempio n. 1
0
        public bool SearchForIntersect(ref VMObstacleSetNode node, BaseMeshTriangle rect)
        {
            if (node.Intersects(rect))
            {
                return(true);
            }
            //search in child nodes.
            int dontSearch = 0;

            switch (node.Dimension)
            {
            case IntersectRectDimension.Top:
                dontSearch = (rect.y2 <= node.y1) ? 2 : 0; break;     //if true, do not have to search right (where top greater)

            case IntersectRectDimension.Left:
                dontSearch = (rect.x2 <= node.x1) ? 2 : 0; break;     //if true, do not have to search right (where left greater)

            case IntersectRectDimension.Bottom:
                dontSearch = (rect.y1 >= node.y2) ? 1 : 0; break;     //if true, do not have to search left (where bottom less)

            case IntersectRectDimension.Right:
                dontSearch = (rect.x1 >= node.x2) ? 1 : 0; break;     //if true, do not have to search left (where right less)
            }

            //may need to search both :'( won't happen often with our small rectangles over large space though.
            return((dontSearch != 1 && node.LeftChild != -1 && SearchForIntersect(ref Nodes[node.LeftChild], rect)) ||
                   (dontSearch != 2 && node.RightChild != -1 && SearchForIntersect(ref Nodes[node.RightChild], rect)));
        }
Esempio n. 2
0
        public void AllIntersect(ref VMObstacleSetNode node, VMObstacle rect, List <VMObstacle> result)
        {
            if (node.Intersects(rect))
            {
                result.Add(node.Rect);
            }
            //search in child nodes.
            int dontSearch = 0;

            switch (node.Dimension)
            {
            case IntersectRectDimension.Top:
                dontSearch = (rect.y2 <= node.y1) ? 2 : 0; break;     //if true, do not have to search right (where top greater)

            case IntersectRectDimension.Left:
                dontSearch = (rect.x2 <= node.x1) ? 2 : 0; break;     //if true, do not have to search right (where left greater)

            case IntersectRectDimension.Bottom:
                dontSearch = (rect.y1 >= node.y2) ? 1 : 0; break;     //if true, do not have to search left (where bottom less)

            case IntersectRectDimension.Right:
                dontSearch = (rect.x1 >= node.x2) ? 1 : 0; break;     //if true, do not have to search left (where right less)
            }

            //may need to search both :'( won't happen often with our small rectangles over large space though.
            //if (node.LeftChild != -1) AllIntersect(ref Nodes[node.LeftChild], rect, result);
            //if (node.RightChild != -1) AllIntersect(ref Nodes[node.RightChild], rect, result);

            if (dontSearch != 1 && node.LeftChild != -1)
            {
                AllIntersect(ref Nodes[node.LeftChild], rect, result);
            }
            if (dontSearch != 2 && node.RightChild != -1)
            {
                AllIntersect(ref Nodes[node.RightChild], rect, result);
            }
        }