示例#1
0
        public List <Vector3> GetOverlappedModelVerts(Box modelBox)
        {
            if (!_wasBuilt)
            {
                Build();
            }

            OrientedBox meshSpaceOOBB = new OrientedBox(modelBox);
            List <SphereTreeNode <MeshSphereTreeTriangle> > overlappedNodes = _sphereTree.OverlapBox(meshSpaceOOBB);

            if (overlappedNodes.Count == 0)
            {
                return(new List <Vector3>());
            }

            HashSet <int> usedIndices          = new HashSet <int>();
            var           overlappedModelVerts = new List <Vector3>(50);

            foreach (var node in overlappedNodes)
            {
                int triangleIndex = node.Data.TriangleIndex;

                MeshTriangleInfo triangleInfo   = _octave3DMesh.GetMeshTriangleInfo(triangleIndex);
                List <Vector3>   trianglePoints = triangleInfo.ModelSpaceTriangle.GetPoints();

                for (int ptIndex = 0; ptIndex < trianglePoints.Count; ++ptIndex)
                {
                    if (usedIndices.Contains(triangleInfo.VertIndices[ptIndex]))
                    {
                        continue;
                    }

                    Vector3 point = trianglePoints[ptIndex];
                    if (meshSpaceOOBB.ContainsPoint(point))
                    {
                        overlappedModelVerts.Add(point);
                        usedIndices.Add(triangleInfo.VertIndices[ptIndex]);
                    }
                }
            }

            return(overlappedModelVerts);
        }
示例#2
0
        /// <summary>
        /// Returns the world space vertices overlapped by the specified box.
        /// </summary>
        public List <Vector3> GetOverlappedWorldVerts(OrientedBox box, TransformMatrix meshTransformMatrix)
        {
            // If the tree was not yet build, we need to build it because we need
            // the triangle information in order to perform the raycast.
            if (!_wasBuilt)
            {
                Build();
            }

            // Work in mesh model space because the tree data exists in model space
            OrientedBox meshSpaceBox     = new OrientedBox(box);
            Matrix4x4   inverseTransform = meshTransformMatrix.ToMatrix4x4x.inverse;

            meshSpaceBox.Transform(inverseTransform);

            // Used to avoid duplicate indices since there can be triangles which share the same vertices
            // and we don't want to return the same vertex multiple times.
            HashSet <int> usedIndices = new HashSet <int>();

            // Retrieve the nodes overlapped by the specified box
            List <SphereTreeNode <MeshSphereTreeTriangle> > overlappedNodes = _sphereTree.OverlapBox(meshSpaceBox);

            if (overlappedNodes.Count == 0)
            {
                return(new List <Vector3>());
            }

            // Loop through all nodes
            var overlappedWorldVerts = new List <Vector3>(50);

            foreach (var node in overlappedNodes)
            {
                // Get the triangle associated with the node
                int triangleIndex = node.Data.TriangleIndex;

                MeshTriangleInfo triangleInfo   = _octave3DMesh.GetMeshTriangleInfo(triangleIndex);
                List <Vector3>   trianglePoints = triangleInfo.ModelSpaceTriangle.GetPoints();

                for (int ptIndex = 0; ptIndex < trianglePoints.Count; ++ptIndex)
                {
                    if (usedIndices.Contains(triangleInfo.VertIndices[ptIndex]))
                    {
                        continue;
                    }

                    Vector3 point = trianglePoints[ptIndex];
                    if (meshSpaceBox.ContainsPoint(point))
                    {
                        overlappedWorldVerts.Add(meshTransformMatrix.MultiplyPoint(point));
                        usedIndices.Add(triangleInfo.VertIndices[ptIndex]);
                    }
                }

                /*Triangle3D modelSpaceTriangle = _octave3DMesh.GetTriangle(triangleIndex);
                 *
                 * // Now check which of the triangle points resides inside the box
                 * List<Vector3> trianglePoints = modelSpaceTriangle.GetPoints();
                 * foreach(var pt in trianglePoints)
                 * {
                 *  // When a point resides inside the box, we will transform it in world space and add it to the final point list
                 *  if (box.ContainsPoint(pt)) overlappedWorldVerts.Add(meshTransformMatrix.MultiplyPoint(pt));
                 * }*/
            }

            return(overlappedWorldVerts);
        }