public AABC(int x, int y, int z, Voxelization.AABCGrid grid) : base(x, y, z) { base.x = x; base.y = y; base.z = z; this.grid = grid; }
public AABCGridSetAABCIterator(Voxelization.AABCGrid grid) : base(grid) { base.position = new Voxelization.AABCGrid.AABCPosition(0, 0, 0); if (grid.IsAABCSet(base.position)) { this.nextPosition = base.position; } this.nextFound = true; }
private void Start() { if (this.createMultipleGrids && this.includeChildren) { this.aABCGrids = Voxelization.CreateMultipleGridsWithGameObjectMesh(base.gameObject, this.cubeSide, this.drawMeshInside); } else { this.aABCGrids = new List <Voxelization.AABCGrid>(); Voxelization.AABCGrid item = Voxelization.CreateGridWithGameObjectMesh(base.gameObject, this.cubeSide, this.includeChildren, this.drawMeshInside); this.aABCGrids.Add(item); } }
private void TestTriangleIntersectionAABC() { Voxelization.AABCGrid grid = new Voxelization.AABCGrid(1, 1, 1, 1f, new Vector3(1f, 1f, 1f)); Vector3[] triangle = new Vector3[] { new Vector3(1f, 1f, 1f), new Vector3(1f, 2f, 1f), new Vector3(2f, 1f, 2f) }; Vector3[] vectorArray2 = new Vector3[] { new Vector3(2f, 1f, 1f), new Vector3(1f, 2f, 1f), new Vector3(1f, 1f, 2f) }; Vector3[] vectorArray3 = new Vector3[] { new Vector3(-1f, -1f, -2f), new Vector3(-1f, -1f, -2f), new Vector3(-1f, -1f, -2f) }; MonoBehaviour.print("aabc vertices:"); Vector3[] vectorArray4 = grid.GetAABCCorners(0, 0, 0); for (int i = 0; i < 8; i++) { MonoBehaviour.print(string.Concat(new object[] { "Vertex ", i, ": ", vectorArray4[i] })); } if (grid.TriangleIntersectAABC(triangle, 0, 0, 0)) { MonoBehaviour.print("Triangle A intersect the AABC, Test is OK"); } else { MonoBehaviour.print("Triangle A doesn't intersect the AABC, Test is NOT OK"); } if (grid.TriangleIntersectAABC(vectorArray2, 0, 0, 0)) { MonoBehaviour.print("Triangle B intersect the AABC, Test is OK"); } else { MonoBehaviour.print("Triangle B doesn't intersect the AABC, Test is NOT OK"); } if (grid.TriangleIntersectAABC(vectorArray3, 0, 0, 0)) { MonoBehaviour.print("Triangle C intersect the AABC, Test is NOT OK"); } else { MonoBehaviour.print("Triangle C doesn't intersect the AABC, Test is OK"); } }
protected AABCGridIteratorBase(Voxelization.AABCGrid grid) { this.grid = grid; }
public AABCGridIterator(Voxelization.AABCGrid grid) : base(grid) { }
public AABC(Voxelization.AABCGrid.AABCPosition position, Voxelization.AABCGrid grid) : base(position.x, position.y, position.z) { this.grid = grid; }
public AABC(Voxelization.AABCGrid.AABC aABC) : base(aABC.x, aABC.y, aABC.z) { this.grid = aABC.grid; }