Esempio n. 1
0
 public Cube GetBoundingCube()
 {
     return(Cube.CreateBoundingCube(this));
 }
Esempio n. 2
0
        public static Cube CreateBoundingCube(PointCluster points)
        {
            // Start all the vertices out at the first point then grow them accordingly
            Cube boundingCube = new Cube();
            bool initialized = false;
            foreach (DepthPoint point in points.points)
            {
                if (!initialized)
                {
                    initialized = true;
                    for (int i = 0; i < 8; i++)
                    {
                        boundingCube.vertices[i, 0] = point.x;
                        boundingCube.vertices[i, 1] = point.y;
                        boundingCube.vertices[i, 2] = point.depth;
                    }
                }
                else
                {
                    if (point.x < boundingCube.vertices[0, 0])
                    {
                        boundingCube.vertices[0, 0] = point.x;
                        boundingCube.vertices[3, 0] = point.x;
                        boundingCube.vertices[4, 0] = point.x;
                        boundingCube.vertices[7, 0] = point.x;
                    }
                    else if (point.x > boundingCube.vertices[1, 0])
                    {
                        boundingCube.vertices[1, 0] = point.x;
                        boundingCube.vertices[2, 0] = point.x;
                        boundingCube.vertices[5, 0] = point.x;
                        boundingCube.vertices[6, 0] = point.x;
                    }

                    if (point.y < boundingCube.vertices[2, 1])
                    {
                        boundingCube.vertices[2, 1] = point.y;
                        boundingCube.vertices[3, 1] = point.y;
                        boundingCube.vertices[6, 1] = point.y;
                        boundingCube.vertices[7, 1] = point.y;
                    }
                    else if (point.y > boundingCube.vertices[0, 1])
                    {
                        boundingCube.vertices[0, 1] = point.y;
                        boundingCube.vertices[1, 1] = point.y;
                        boundingCube.vertices[4, 1] = point.y;
                        boundingCube.vertices[5, 1] = point.y;
                    }

                    if (point.depth < boundingCube.vertices[0, 2])
                    {
                        boundingCube.vertices[1, 2] = point.depth;
                        boundingCube.vertices[2, 2] = point.depth;
                        boundingCube.vertices[3, 2] = point.depth;
                        boundingCube.vertices[4, 2] = point.depth;
                    }

                    if (point.depth > boundingCube.vertices[4, 2])
                    {
                        boundingCube.vertices[4, 2] = point.depth;
                        boundingCube.vertices[5, 2] = point.depth;
                        boundingCube.vertices[6, 2] = point.depth;
                        boundingCube.vertices[7, 2] = point.depth;
                    }
                }
            }

            return boundingCube;
        }
Esempio n. 3
0
        public static Cube CreateBoundingCube(PointCluster points)
        {
            // Start all the vertices out at the first point then grow them accordingly
            Cube boundingCube = new Cube();
            bool initialized  = false;

            foreach (DepthPoint point in points.points)
            {
                if (!initialized)
                {
                    initialized = true;
                    for (int i = 0; i < 8; i++)
                    {
                        boundingCube.vertices[i, 0] = point.x;
                        boundingCube.vertices[i, 1] = point.y;
                        boundingCube.vertices[i, 2] = point.depth;
                    }
                }
                else
                {
                    if (point.x < boundingCube.vertices[0, 0])
                    {
                        boundingCube.vertices[0, 0] = point.x;
                        boundingCube.vertices[3, 0] = point.x;
                        boundingCube.vertices[4, 0] = point.x;
                        boundingCube.vertices[7, 0] = point.x;
                    }
                    else if (point.x > boundingCube.vertices[1, 0])
                    {
                        boundingCube.vertices[1, 0] = point.x;
                        boundingCube.vertices[2, 0] = point.x;
                        boundingCube.vertices[5, 0] = point.x;
                        boundingCube.vertices[6, 0] = point.x;
                    }

                    if (point.y < boundingCube.vertices[2, 1])
                    {
                        boundingCube.vertices[2, 1] = point.y;
                        boundingCube.vertices[3, 1] = point.y;
                        boundingCube.vertices[6, 1] = point.y;
                        boundingCube.vertices[7, 1] = point.y;
                    }
                    else if (point.y > boundingCube.vertices[0, 1])
                    {
                        boundingCube.vertices[0, 1] = point.y;
                        boundingCube.vertices[1, 1] = point.y;
                        boundingCube.vertices[4, 1] = point.y;
                        boundingCube.vertices[5, 1] = point.y;
                    }

                    if (point.depth < boundingCube.vertices[0, 2])
                    {
                        boundingCube.vertices[1, 2] = point.depth;
                        boundingCube.vertices[2, 2] = point.depth;
                        boundingCube.vertices[3, 2] = point.depth;
                        boundingCube.vertices[4, 2] = point.depth;
                    }

                    if (point.depth > boundingCube.vertices[4, 2])
                    {
                        boundingCube.vertices[4, 2] = point.depth;
                        boundingCube.vertices[5, 2] = point.depth;
                        boundingCube.vertices[6, 2] = point.depth;
                        boundingCube.vertices[7, 2] = point.depth;
                    }
                }
            }

            return(boundingCube);
        }