//35) public static KCLOctree FromTriangles(Triangle[] Triangles, KCLHeader Header, int MaxRootSize = 2048, int MinRootSize = 128, int MinCubeSize = 32, int MaxNrTris = 10) { Header.Unknown1 = 30; Header.Unknown2 = 25; Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue); Dictionary<ushort, Triangle> tt = new Dictionary<ushort, Triangle>(); ushort index = 0; foreach (var t in Triangles) { if (t.PointA.X < min.X) min.X = t.PointA.X; if (t.PointA.Y < min.Y) min.Y = t.PointA.Y; if (t.PointA.Z < min.Z) min.Z = t.PointA.Z; if (t.PointA.X > max.X) max.X = t.PointA.X; if (t.PointA.Y > max.Y) max.Y = t.PointA.Y; if (t.PointA.Z > max.Z) max.Z = t.PointA.Z; if (t.PointB.X < min.X) min.X = t.PointB.X; if (t.PointB.Y < min.Y) min.Y = t.PointB.Y; if (t.PointB.Z < min.Z) min.Z = t.PointB.Z; if (t.PointB.X > max.X) max.X = t.PointB.X; if (t.PointB.Y > max.Y) max.Y = t.PointB.Y; if (t.PointB.Z > max.Z) max.Z = t.PointB.Z; if (t.PointC.X < min.X) min.X = t.PointC.X; if (t.PointC.Y < min.Y) min.Y = t.PointC.Y; if (t.PointC.Z < min.Z) min.Z = t.PointC.Z; if (t.PointC.X > max.X) max.X = t.PointC.X; if (t.PointC.Y > max.Y) max.Y = t.PointC.Y; if (t.PointC.Z > max.Z) max.Z = t.PointC.Z; tt.Add(index, t); index++; } //in real mkds, 25 is subtracted from the min pos min -= new Vector3(25, 25, 25); //TODO: after that, from some of the components (may be more than one) 30 is subtracted aswell => How do I know from which ones I have to do that? //Assume the same is done for max: max += new Vector3(25, 25, 25); //TODO: +30 Header.OctreeOrigin = min; Vector3 size = max - min; float mincomp = Math.Min(Math.Min(size.X, size.Y), size.Z); int CoordShift = MathUtil.GetNearest2Power(mincomp); if (CoordShift > MathUtil.GetNearest2Power(MaxRootSize)) CoordShift = MathUtil.GetNearest2Power(MaxRootSize); //else if (CoordShift < Get2Power(MinRootSize)) CoordShift = Get2Power(MinRootSize); Header.CoordShift = (uint)CoordShift; int cubesize = 1 << CoordShift; int NrX = (1 << MathUtil.GetNearest2Power(size.X)) / cubesize; int NrY = (1 << MathUtil.GetNearest2Power(size.Y)) / cubesize; int NrZ = (1 << MathUtil.GetNearest2Power(size.Z)) / cubesize; if (NrX <= 0) NrX = 1; if (NrY <= 0) NrY = 1; if (NrZ <= 0) NrZ = 1; Header.YShift = (uint)(MathUtil.GetNearest2Power(size.X) - CoordShift); Header.ZShift = (uint)(MathUtil.GetNearest2Power(size.X) - CoordShift + MathUtil.GetNearest2Power(size.Y) - CoordShift); Header.XMask = 0xFFFFFFFF << MathUtil.GetNearest2Power(size.X); Header.YMask = 0xFFFFFFFF << MathUtil.GetNearest2Power(size.Y); Header.ZMask = 0xFFFFFFFF << MathUtil.GetNearest2Power(size.Z); KCLOctree k = new KCLOctree(); k.RootNodes = new KCLOctreeNode[NrX * NrY * NrZ]; int i = 0; for (int z = 0; z < NrZ; z++) { for (int y = 0; y < NrY; y++) { for (int x = 0; x < NrX; x++) { Vector3 pos = min + ((float)cubesize) * new Vector3(x, y, z); k.RootNodes[i] = KCLOctreeNode.Generate(tt, pos, cubesize, MaxNrTris, MinCubeSize); i++; } } } return k; }
//Based on this algorithm: http://jgt.akpeters.com/papers/AkenineMoller01/tribox.html private static bool tricube_overlap(Triangle t, Vector3 Position, float BoxSize) { float half = BoxSize / 2f; //Position is the min pos, so add half the box size Position += new Vector3(half, half, half); Vector3 v0 = t.PointA - Position; Vector3 v1 = t.PointB - Position; Vector3 v2 = t.PointC - Position; if (Math.Min(Math.Min(v0.X, v1.X), v2.X) > half || Math.Max(Math.Max(v0.X, v1.X), v2.X) < -half) return false; if (Math.Min(Math.Min(v0.Y, v1.Y), v2.Y) > half || Math.Max(Math.Max(v0.Y, v1.Y), v2.Y) < -half) return false; if (Math.Min(Math.Min(v0.Z, v1.Z), v2.Z) > half || Math.Max(Math.Max(v0.Z, v1.Z), v2.Z) < -half) return false; float d = t.Normal.Dot(v0); float r = half * (Math.Abs(t.Normal.X) + Math.Abs(t.Normal.Y) + Math.Abs(t.Normal.Z)); if (d > r || d < -r) return false; Vector3 e = v1 - v0; if (axis_test(e.Z, -e.Y, v0.Y, v0.Z, v2.Y, v2.Z, half)) return false; if (axis_test(-e.Z, e.X, v0.X, v0.Z, v2.X, v2.Z, half)) return false; if (axis_test(e.Y, -e.X, v1.X, v1.Y, v2.X, v2.Y, half)) return false; e = v2 - v1; if (axis_test(e.Z, -e.Y, v0.Y, v0.Z, v2.Y, v2.Z, half)) return false; if (axis_test(-e.Z, e.X, v0.X, v0.Z, v2.X, v2.Z, half)) return false; if (axis_test(e.Y, -e.X, v0.X, v0.Y, v1.X, v1.Y, half)) return false; e = v0 - v2; if (axis_test(e.Z, -e.Y, v0.Y, v0.Z, v1.Y, v1.Z, half)) return false; if (axis_test(-e.Z, e.X, v0.X, v0.Z, v1.X, v1.Z, half)) return false; if (axis_test(e.Y, -e.X, v1.X, v1.Y, v2.X, v2.Y, half)) return false; return true; }