示例#1
0
        //  GetBoxTriangleIntersectionPoints
        //  Pushes intersection points onto the back of pts. Returns the
        //  number of points found.
        //  Points that are close together (compared to
        //  combinationDistance) get combined
        private int GetBoxTriangleIntersectionPoints(List <MyCP> pts, MyBox box, MyColDetVoxelTriangle triangle, float combinationDistance)
        {
            // first intersect each edge of the box with the triangleVertexes
            MyBox.Edge[] edges;
            box.GetEdges(out edges);
            Vector3[] boxPts;
            box.GetCornerPoints(out boxPts);

            float tS;
            float tv1, tv2;

            int iEdge;

            for (iEdge = 0; iEdge < 12; ++iEdge)
            {
                MyBox.Edge edge = edges[iEdge];
                MySegment  seg  = new MySegment(boxPts[(int)edge.Ind0], boxPts[(int)edge.Ind1] - boxPts[(int)edge.Ind0]);
                if (this.SegmentTriangleIntersection(out tS, out tv1, out tv2, seg, triangle))
                {
                    float depthA = Vector3.Dot(boxPts[(int)edge.Ind0] - seg.GetPoint(tS), triangle.Normal);
                    float depthB = Vector3.Dot(boxPts[(int)edge.Ind1] - seg.GetPoint(tS), triangle.Normal);
                    AddPoint(pts, seg.GetPoint(tS), triangle.Normal, depthA < depthB ? depthA : depthB, combinationDistance * combinationDistance);
                }
            }

            Vector3 pos, n;

            // now each edge of the triangleVertexes with the box
            for (iEdge = 0; iEdge < 3; ++iEdge)
            {
                Vector3   pt0 = triangle.GetPoint(iEdge);
                Vector3   pt1 = triangle.GetPoint((iEdge + 1) % 3);
                MySegment s1  = new MySegment(pt0, pt1 - pt0);
                MySegment s2  = new MySegment(pt1, pt0 - pt1);
                if (box.SegmentIntersect(out tS, out pos, out n, s1))
                {
                    float depthA = Vector3.Dot(pt0 - pos, triangle.Normal);
                    float depthB = Vector3.Dot(pt1 - pos, triangle.Normal);
                    AddPoint(pts, pos, triangle.Normal, depthA < depthB ? depthA : depthB, combinationDistance * combinationDistance);
                }
                if (box.SegmentIntersect(out tS, out pos, out n, s2))
                {
                    float depthA = Vector3.Dot(pt0 - pos, triangle.Normal);
                    float depthB = Vector3.Dot(pt1 - pos, triangle.Normal);
                    AddPoint(pts, pos, triangle.Normal, depthA < depthB ? depthA : depthB, combinationDistance * combinationDistance);
                }
            }

            return(pts.Count);
        }
示例#2
0
        public bool SegmentIntersect(out float fracOut, out Vector3 posOut, out Vector3 normalOut, MySegment seg)
        {
            fracOut = float.MaxValue;
            posOut = normalOut = Vector3.Zero;

            // algo taken from p674 of realting rendering
            // needs debugging
            float min = float.MinValue;
            float max = float.MaxValue;

            Vector3 p = GetCentre() - seg.Origin;
            Vector3 h;
            h.X = m_sideLengths.X * 0.5f;
            h.Y = m_sideLengths.Y * 0.5f;
            h.Z = m_sideLengths.Z * 0.5f;

            int dirMax = 0;
            int dirMin = 0;
            int dir = 0;

            //Vector3[] matrixVec = new Vector3[3];
            MyVector3Array3 matrixVec = new MyVector3Array3();
            matrixVec[0] = Transform.Orientation.Right;
            matrixVec[1] = Transform.Orientation.Up;
            matrixVec[2] = Transform.Orientation.Backward;

            //float[] vectorFloat = new float[3];
            MyFloatArray3 vectorFloat = new MyFloatArray3(); 
            vectorFloat[0] = h.X;
            vectorFloat[1] = h.Y;
            vectorFloat[2] = h.Z;

            for (dir = 0; dir < 3; dir++)
            {
                float e = Vector3.Dot(matrixVec[dir], p);
                float f = Vector3.Dot(matrixVec[dir], seg.Delta);

                if (System.Math.Abs(f) > MyPhysicsConfig.CollisionEpsilon)
                {
                    float t1 = (e + vectorFloat[dir]) / f;
                    float t2 = (e - vectorFloat[dir]) / f;

                    if (t1 > t2) { float tmp = t1; t1 = t2; t2 = tmp; }

                    if (t1 > min)
                    {
                        min = t1;
                        dirMin = dir;
                    }
                    if (t2 < max)
                    {
                        max = t2;
                        dirMax = dir;
                    }

                    if (min > max)
                        return false;

                    if (max < 0.0f)
                        return false;
                }
                else if ((-e - vectorFloat[dir] > 0.0f) ||
                    (-e + vectorFloat[dir] < 0.0f))
                {
                    return false;
                }
            }

            if (min > 0.0f)
            {
                dir = dirMin;
                fracOut = min;
            }
            else
            {
                dir = dirMax;
                fracOut = max;
            }

            fracOut = MathHelper.Clamp(fracOut, 0.0f, 1.0f);
            posOut = seg.GetPoint(fracOut);
            if (Vector3.Dot(matrixVec[dir], seg.Delta) > 0.0f)
                normalOut = -matrixVec[dir];
            else
                normalOut = matrixVec[dir];

            return true;
        }    
示例#3
0
        public bool SegmentIntersect(out float fracOut, out Vector3 posOut, out Vector3 normalOut, MySegment seg)
        {
            fracOut = float.MaxValue;
            posOut  = normalOut = Vector3.Zero;

            // algo taken from p674 of realting rendering
            // needs debugging
            float min = float.MinValue;
            float max = float.MaxValue;

            Vector3 p = GetCentre() - seg.Origin;
            Vector3 h;

            h.X = m_sideLengths.X * 0.5f;
            h.Y = m_sideLengths.Y * 0.5f;
            h.Z = m_sideLengths.Z * 0.5f;

            int dirMax = 0;
            int dirMin = 0;
            int dir    = 0;

            //Vector3[] matrixVec = new Vector3[3];
            MyVector3Array3 matrixVec = new MyVector3Array3();

            matrixVec[0] = Transform.Orientation.Right;
            matrixVec[1] = Transform.Orientation.Up;
            matrixVec[2] = Transform.Orientation.Backward;

            //float[] vectorFloat = new float[3];
            MyFloatArray3 vectorFloat = new MyFloatArray3();

            vectorFloat[0] = h.X;
            vectorFloat[1] = h.Y;
            vectorFloat[2] = h.Z;

            for (dir = 0; dir < 3; dir++)
            {
                float e = Vector3.Dot(matrixVec[dir], p);
                float f = Vector3.Dot(matrixVec[dir], seg.Delta);

                if (System.Math.Abs(f) > MyPhysicsConfig.CollisionEpsilon)
                {
                    float t1 = (e + vectorFloat[dir]) / f;
                    float t2 = (e - vectorFloat[dir]) / f;

                    if (t1 > t2)
                    {
                        float tmp = t1; t1 = t2; t2 = tmp;
                    }

                    if (t1 > min)
                    {
                        min    = t1;
                        dirMin = dir;
                    }
                    if (t2 < max)
                    {
                        max    = t2;
                        dirMax = dir;
                    }

                    if (min > max)
                    {
                        return(false);
                    }

                    if (max < 0.0f)
                    {
                        return(false);
                    }
                }
                else if ((-e - vectorFloat[dir] > 0.0f) ||
                         (-e + vectorFloat[dir] < 0.0f))
                {
                    return(false);
                }
            }

            if (min > 0.0f)
            {
                dir     = dirMin;
                fracOut = min;
            }
            else
            {
                dir     = dirMax;
                fracOut = max;
            }

            fracOut = MathHelper.Clamp(fracOut, 0.0f, 1.0f);
            posOut  = seg.GetPoint(fracOut);
            if (Vector3.Dot(matrixVec[dir], seg.Delta) > 0.0f)
            {
                normalOut = -matrixVec[dir];
            }
            else
            {
                normalOut = matrixVec[dir];
            }

            return(true);
        }
        //  GetBoxTriangleIntersectionPoints
        //  Pushes intersection points onto the back of pts. Returns the
        //  number of points found.
        //  Points that are close together (compared to 
        //  combinationDistance) get combined
        private int GetBoxTriangleIntersectionPoints(List<MyCP> pts, MyBox box, MyColDetVoxelTriangle triangle, float combinationDistance)
        {
            // first intersect each edge of the box with the triangleVertexes
            MyBox.Edge[] edges;
            box.GetEdges(out edges);
            Vector3[] boxPts;
            box.GetCornerPoints(out boxPts);

            float tS;
            float tv1, tv2;

            int iEdge;
            for (iEdge = 0; iEdge < 12; ++iEdge)
            {
                MyBox.Edge edge = edges[iEdge];
                MySegment seg = new MySegment(boxPts[(int)edge.Ind0], boxPts[(int)edge.Ind1] - boxPts[(int)edge.Ind0]);
                if (this.SegmentTriangleIntersection(out tS, out tv1, out tv2, seg, triangle))
                {
                    float depthA = Vector3.Dot(boxPts[(int)edge.Ind0] - seg.GetPoint(tS), triangle.Normal);
                    float depthB = Vector3.Dot(boxPts[(int)edge.Ind1] - seg.GetPoint(tS), triangle.Normal);
                    AddPoint(pts, seg.GetPoint(tS),triangle.Normal, depthA < depthB ? depthA : depthB , combinationDistance * combinationDistance);
                }
            }

            Vector3 pos, n;
            // now each edge of the triangleVertexes with the box
            for (iEdge = 0; iEdge < 3; ++iEdge)
            {
                Vector3 pt0 = triangle.GetPoint(iEdge);
                Vector3 pt1 = triangle.GetPoint((iEdge + 1) % 3);
                MySegment s1 = new MySegment(pt0, pt1 - pt0);
                MySegment s2 = new MySegment(pt1, pt0 - pt1);
                if (box.SegmentIntersect(out tS, out pos, out n, s1))
                {
                    float depthA = Vector3.Dot(pt0 - pos, triangle.Normal);
                    float depthB = Vector3.Dot(pt1 - pos, triangle.Normal);
                    AddPoint(pts, pos, triangle.Normal, depthA < depthB ? depthA : depthB, combinationDistance * combinationDistance);
                }
                if (box.SegmentIntersect(out tS, out pos, out n, s2))
                {
                    float depthA = Vector3.Dot(pt0 - pos, triangle.Normal);
                    float depthB = Vector3.Dot(pt1 - pos, triangle.Normal);
                    AddPoint(pts, pos, triangle.Normal, depthA < depthB ? depthA : depthB, combinationDistance * combinationDistance);
                }
            }

            return pts.Count;
        }