/** * Returns geometry corresponding to volume @a that is divided into * two separate pieces by @b. Return results in the form of two BSPTree * instances: @side and @side2. */ public static void Slice(BSPTree a, BSPTree b, out BSPTree side1, out BSPTree side2) { side1 = a.Clone(); BSPTree bClone = b.Clone(); List <Triangle> side1Discarded = new List <Triangle>(); bClone.Invert(); bClone.ClipByTree(a, false); side1.ClipByTree(b, true, side1Discarded); side1.AddTriangles(bClone.GetAllTriangles()); bClone.Invert(); side2 = new BSPTree(); side2.AddTriangles(bClone.GetAllTriangles()); side2.AddTriangles(side1Discarded); }
/** * Create a Mesh instance from @tree. */ public static Mesh FromBSPtree(BSPTree tree) { if (tree == null) { return(null); } return(FromList(tree.GetAllTriangles())); }
/** * Returns geometry corresponding to volume @a that is divided into * two separate pieces by @b, but @b is treated as a plane (the first split plane * from the first node is used for splitting). * * Return results in the form of two List<Triangle> instances: @side and @side2. */ public static void FastSlice(BSPTree a, BSPTree b, out List <Triangle> side1, out List <Triangle> side2) { side1 = null; side2 = null; BSPTree bClone = b.Clone(); float startTime = Time.realtimeSinceStartup; bClone.ClipByTree(a, false); float clipTime = Time.realtimeSinceStartup - startTime; List <Triangle> aTriangles = a.GetAllTriangles(); List <Triangle> bTriangles = bClone.GetAllTriangles(); bClone.Invert(); List <Triangle> bInvertedTriangles = bClone.GetAllTriangles(); if (bTriangles.Count > 0) { Plane splitPlane = bTriangles[0].OrientationPlane; side1 = new List <Triangle>(); side2 = new List <Triangle>(); var coplanar = new List <Triangle>(); for (int i = 0; i < aTriangles.Count; i++) { Triangle tri = aTriangles[i]; Partitioner.SliceTriangle(tri, splitPlane, side1, side2, coplanar, coplanar); } side1.AddRange(bTriangles); side2.AddRange(bInvertedTriangles); } else { side1 = aTriangles; side2 = null; } }
/** * Returns geometry corresponding to volume that is occupied by @a, * but not by @b. */ public static BSPTree Subtract(BSPTree a, BSPTree b) { BSPTree aClone = a.Clone(); BSPTree bClone = b.Clone(); float startTime = Time.realtimeSinceStartup; bClone.Invert(); bClone.ClipByTree(a, false); aClone.ClipByTree(b); aClone.AddTriangles(bClone.GetAllTriangles()); return(aClone); }
/** * Returns geometry corresponding to volume @a that is divided into * two separate pieces by @b, but @b is treated as a plane (the first split plane * from the first node is used for splitting). * * Return results in the form of two List<Triangle> instances: @side and @side2. */ public static void FastSlice(BSPTree a, BSPTree b, out List<Triangle> side1, out List<Triangle> side2) { side1 = null; side2 = null; BSPTree bClone = b.Clone(); float startTime = Time.realtimeSinceStartup; bClone.ClipByTree (a, false); float clipTime = Time.realtimeSinceStartup - startTime; List<Triangle> aTriangles = a.GetAllTriangles(); List<Triangle> bTriangles = bClone.GetAllTriangles(); bClone.Invert(); List<Triangle> bInvertedTriangles = bClone.GetAllTriangles(); if(bTriangles.Count > 0) { Plane splitPlane = bTriangles[0].OrientationPlane; side1 = new List<Triangle>(); side2 = new List<Triangle>(); var coplanar = new List<Triangle>(); for(int i =0; i < aTriangles.Count; i++) { Triangle tri = aTriangles[i]; Partitioner.SliceTriangle(tri, splitPlane, side1, side2, coplanar, coplanar); } side1.AddRange(bTriangles); side2.AddRange(bInvertedTriangles); } else { side1 = aTriangles; side2 = null; } }