public CSG_Node(List <CSG_Polygon> list, CSG_Plane plane, CSG_Node front, CSG_Node back)
 {
     this.polygons = list;
     this.plane    = plane;
     this.front    = front;
     this.back     = back;
 }
Пример #2
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        /**
         * Return a new mesh by intersecting @lhs with @rhs.  This operation
         * is non-commutative, so set @lhs and @rhs accordingly.
         */
        public static Mesh Intersect(CSG_Model csg_model_a, CSG_Model csg_model_b)
        {
            CSG_Node a = new CSG_Node(csg_model_a.ToPolygons());
            CSG_Node b = new CSG_Node(csg_model_b.ToPolygons());

            List <CSG_Polygon> polygons = CSG_Node.Intersect(a, b).AllPolygons();

            CSG_Model result = new CSG_Model(polygons);

            return(result.ToMesh());
        }
Пример #3
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        /**
         * Returns a new mesh by subtracting @rhs from @lhs.
         */
        public static Mesh Subtract(GameObject lhs, GameObject rhs)
        {
            CSG_Model csg_model_a = new CSG_Model(lhs);
            CSG_Model csg_model_b = new CSG_Model(rhs);

            CSG_Node a = new CSG_Node(csg_model_a.ToPolygons());
            CSG_Node b = new CSG_Node(csg_model_b.ToPolygons());

            List <CSG_Polygon> polygons = CSG_Node.Subtract(a, b).AllPolygons();

            CSG_Model result = new CSG_Model(polygons);

            return(result.ToMesh());
        }
        // Remove all polygons in this BSP tree that are inside the other BSP tree
        // `bsp`.
        public void ClipTo(CSG_Node other)
        {
            this.polygons = other.ClipPolygons(this.polygons);

            if (this.front != null)
            {
                this.front.ClipTo(other);
            }

            if (this.back != null)
            {
                this.back.ClipTo(other);
            }
        }
        // Build a BSP tree out of `polygons`. When called on an existing tree, the
        // new polygons are filtered down to the bottom of the tree and become new
        // nodes there. Each set of polygons is partitioned using the first polygon
        // (no heuristic is used to pick a good split).
        public void Build(List <CSG_Polygon> list)
        {
            if (list.Count < 1)
            {
                return;
            }

            if (this.plane == null || !this.plane.Valid())
            {
                this.plane        = new CSG_Plane();
                this.plane.normal = list[0].plane.normal;
                this.plane.w      = list[0].plane.w;
            }


            if (this.polygons == null)
            {
                this.polygons = new List <CSG_Polygon>();
            }

            List <CSG_Polygon> list_front = new List <CSG_Polygon>();
            List <CSG_Polygon> list_back  = new List <CSG_Polygon>();

            for (int i = 0; i < list.Count; i++)
            {
                this.plane.SplitPolygon(list[i], this.polygons, this.polygons, list_front, list_back);
            }

            if (list_front.Count > 0)
            {
                if (this.front == null)
                {
                    this.front = new CSG_Node();
                }

                this.front.Build(list_front);
            }

            if (list_back.Count > 0)
            {
                if (this.back == null)
                {
                    this.back = new CSG_Node();
                }

                this.back.Build(list_back);
            }
        }
        // Return a new CSG solid representing space both this solid and in the
        // solid `csg`. Neither this solid nor the solid `csg` are modified.
        public static CSG_Node Intersect(CSG_Node a1, CSG_Node b1)
        {
            CSG_Node a = a1.Clone();
            CSG_Node b = b1.Clone();

            a.Invert();
            b.ClipTo(a);
            b.Invert();
            a.ClipTo(b);
            b.ClipTo(a);
            a.Build(b.AllPolygons());
            a.Invert();

            CSG_Node ret = new CSG_Node(a.AllPolygons());

            return(ret);
        }
        // Convert solid space to empty space and empty space to solid space.
        public void Invert()
        {
            for (int i = 0; i < this.polygons.Count; i++)
            {
                this.polygons[i].Flip();
            }

            this.plane.Flip();

            if (this.front != null)
            {
                this.front.Invert();
            }

            if (this.back != null)
            {
                this.back.Invert();
            }

            CSG_Node tmp = this.front;

            this.front = this.back;
            this.back  = tmp;
        }
        public CSG_Node Clone()
        {
            CSG_Node clone = new CSG_Node(this.polygons, this.plane, this.front, this.back);

            return(clone);
        }
 public CSG_Node()
 {
     this.front = null;
     this.back  = null;
 }