示例#1
0
        public AlignedBox3Tree(Vector3[] positions, UInt16[] indices)
        {
            Debug.Assert(indices.Length % 3 == 0);

            this.positions = new Vector3[positions.Length];
            Array.Copy(positions, this.positions, positions.Length);
            this.indices = new UInt16[indices.Length];
            Array.Copy(indices, this.indices, indices.Length);
            root = new AlignedBox3TreeNode(this.indices.Length / 3, 0, this.indices, this.positions);
        }
示例#2
0
        /// <summary>
        /// recursively builds the collision tree. this method calculates the bounding box of the node
        /// and if necessary splits the node into two and continues to build the tree within these child
        /// nodes
        /// constructs this node
        /// </summary>
        /// <param name="numTriangles">
        /// Numbers of Triangles stored inside this node or inside its children
        /// </param>
        /// <param name="baseIndex">
        /// Index into the indices array. This is the point where the part of the array that
        /// is owned by this node starts
        /// </param>
        /// <param name="indices">
        /// reference to the array containing all triangle indices of the model
        /// </param>
        public AlignedBox3TreeNode(int numTriangles, int baseIndex, UInt16[] indices, Vector3[] positions)
        {
            this.numTriangles = numTriangles;
            this.baseIndex    = baseIndex;
            this.indices      = indices;

            Debug.Assert(numTriangles > 0);
            if (numTriangles == 0)
            {
                return;
            }

            ComputeBoundingBox(positions);

            if (numTriangles < 10)
            {
                return;
            }

            // split along the axis where we get triangles distributed the best...
            int halfNumTriangles = numTriangles / 2;

            int[] numLeft = new int[3] {
                Split(positions, Axis.AxisX), Split(positions, Axis.AxisY), Split(positions, Axis.AxisZ)
            };
            int[] diff = new int[3] {
                halfNumTriangles - numLeft[0], halfNumTriangles - numLeft[1], halfNumTriangles - numLeft[2]
            };
            int  min     = 0; // 0 == x-axis, 1 == y-axis, 2 == z-axis
            Axis minAxis = Axis.AxisX;

            if (System.Math.Abs(diff[1]) < System.Math.Abs(diff[min]))
            {
                min = 1; minAxis = Axis.AxisY;
            }
            if (System.Math.Abs(diff[2]) < System.Math.Abs(diff[min]))
            {
                min = 2; minAxis = Axis.AxisZ;
            }
            int splitCount = Split(positions, minAxis);

            if (splitCount == 0 || splitCount == numTriangles)
            {
                // abort if either 0 or all triangles would be positioned inside a single child
                return;
            }

            left  = new AlignedBox3TreeNode(splitCount, baseIndex, indices, positions);
            right = new AlignedBox3TreeNode(numTriangles - splitCount, baseIndex + splitCount * 3, indices, positions);
        }