示例#1
0
 public bool Intersects(ref Triangle t, CollisionContent cc)
 {
   return t.Intersects(cc, ref sphere);
 }
 void AppendGeometry(MeshContent mc, Matrix x, Gather g)
 {
     int ta = 2;
       int tb = 1;
       if (SwapWindingOrder)
       {
     ta = 1;
     tb = 2;
       }
       int vBase = g.Vertices.Count;
       bool first = (g.Bounds.Lo == Vector3.Zero && g.Bounds.Hi == Vector3.Zero);
       foreach (Vector3 v in mc.Positions)
       {
     Vector3 vt = Vector3.Transform(v, x);
     g.Vertices.Add(vt);
     if (first)
     {
       first = false;
       g.Bounds.Set(vt, vt);
     }
     g.Bounds.Include(vt);
       }
       foreach (GeometryContent gc in mc.Geometry)
       {
     for (int i = 0, n = gc.Indices.Count - 2; i < n; i += 3)
     {
       Triangle t = new Triangle();
       t.VertexA = gc.Indices[i] + vBase;
       t.VertexB = gc.Indices[i + ta] + vBase;
       t.VertexC = gc.Indices[i + tb] + vBase;
       t.Normal = Vector3.Cross(g.Vertices[t.VertexB] - g.Vertices[t.VertexA], g.Vertices[t.VertexC] - g.Vertices[t.VertexB]);
       if (t.Normal.Y < 0)
       {
     ++negYCount;
       }
       if (t.Normal.LengthSquared() > 1e-10f)
       {
     t.Normal.Normalize();
       }
       else
       {
     context.Logger.LogImportantMessage("Normal is surprisingly short: {0} for tri {1}",
       t.Normal, i / 3);
     //  set some normal; I don't really care
     if (t.Normal.X > 0)
       t.Normal = Vector3.Right;
     else if (t.Normal.X < 0)
       t.Normal = Vector3.Left;
     else if (t.Normal.Z > 0)
       t.Normal = Vector3.Backward;
     else if (t.Normal.Z < 0)
       t.Normal = Vector3.Forward;
     else if (t.Normal.Y < 0)
       t.Normal = Vector3.Down;
     else
       t.Normal = Vector3.Up;
       }
       //  Assume the center of the bounding sphere is the center of the longest edge.
       //  This is true for any triangle that is right-angled or blunt. The center will
       float la = (g.Vertices[t.VertexB] - g.Vertices[t.VertexA]).Length();
       float lb = (g.Vertices[t.VertexC] - g.Vertices[t.VertexB]).Length();
       float lc = (g.Vertices[t.VertexA] - g.Vertices[t.VertexC]).Length();
       Vector3 c;
       if (la > lb)
     if (la > lc)
       c = (g.Vertices[t.VertexB] + g.Vertices[t.VertexA]) * 0.5f;
     else
       c = (g.Vertices[t.VertexA] + g.Vertices[t.VertexC]) * 0.5f;
       else
     if (lb > lc)
       c = (g.Vertices[t.VertexC] + g.Vertices[t.VertexB]) * 0.5f;
     else
       c = (g.Vertices[t.VertexA] + g.Vertices[t.VertexC]) * 0.5f;
       t.Distance = Vector3.Dot(t.Normal, c);
       g.Triangles.Add(t);
       float r = (g.Vertices[t.VertexA] - c).Length();
       r = Math.Max(r, (g.Vertices[t.VertexB] - c).Length());
       r = Math.Max(r, (g.Vertices[t.VertexC] - c).Length());
       BoundingSphere bs = new BoundingSphere(c, r);
       //  The center is somewhere inside for a triangle that is sharp.
       //  Calculate an alternative center to get a better bounding sphere.
       if (la < lb)
     if (la < lc)
       c = (g.Vertices[t.VertexC] * 2 + g.Vertices[t.VertexB] + g.Vertices[t.VertexA]) * 0.25f;
     else
       c = (g.Vertices[t.VertexB] * 2 + g.Vertices[t.VertexC] + g.Vertices[t.VertexA]) * 0.25f;
       else
     if (lb < lc)
       c = (g.Vertices[t.VertexA] * 2 + g.Vertices[t.VertexB] + g.Vertices[t.VertexC]) * 0.25f;
     else
       c = (g.Vertices[t.VertexB] * 2 + g.Vertices[t.VertexC] + g.Vertices[t.VertexA]) * 0.25f;
       r = (g.Vertices[t.VertexA] - c).Length();
       r = Math.Max(r, (g.Vertices[t.VertexB] - c).Length());
       r = Math.Max(r, (g.Vertices[t.VertexC] - c).Length());
       if (r < bs.Radius)
       {
     bs.Center = c;
     bs.Radius = r;
       }
       g.BoundingSpheres.Add(bs);
     }
       }
 }
示例#3
0
 public bool Intersects(ref Triangle t, CollisionContent cc)
 {
   float dd = collRayD;
   return t.Intersects(cc, ref collRay, ref dd);
 }