/// <summary>
        /// Returns a list of all objects which are overlapped by the specified box.
        /// </summary>
        /// <param name="box">
        /// The box involved in the overlap query.
        /// </param>
        /// <param name="objectOverlapPrecision">
        /// The desired overlap precision. For the moment this is not used.
        /// </param>
        public List <GameObject> OverlapBox(OrientedBox box, ObjectOverlapPrecision objectOverlapPrecision = ObjectOverlapPrecision.ObjectBox)
        {
            // Retrieve all the sphere tree nodes which are overlapped by the box. If no nodes are overlapped,
            // we can return an empty list because it means that no objects could possibly be overlapped either.
            List <SphereTreeNode <GameObject> > allOverlappedNodes = _sphereTree.OverlapBox(box);

            if (allOverlappedNodes.Count == 0)
            {
                return(new List <GameObject>());
            }

            // Loop through all overlapped nodes
            var overlappedObjects = new List <GameObject>();

            foreach (SphereTreeNode <GameObject> node in allOverlappedNodes)
            {
                // Store the node's object for easy access
                GameObject gameObject = node.Data;
                if (gameObject == null)
                {
                    continue;
                }
                if (!gameObject.activeSelf)
                {
                    continue;
                }

                // We need to perform an additional check. Even though the box overlaps the object's node (which is
                // a sphere), we must also check if the box overlaps the object's world oriented box. This allows
                // for better precision.
                OrientedBox objectWorldOrientedBox = gameObject.GetWorldOrientedBox();
                if (box.Intersects(objectWorldOrientedBox))
                {
                    overlappedObjects.Add(gameObject);
                }
            }

            return(overlappedObjects);
        }
示例#2
0
        public List <Vector3> GetOverlappedWorldVerts(OrientedBox box, Matrix4x4 meshTransformMatrix)
        {
            if (IsBuildingSilent)
            {
                while (IsBuildingSilent)
                {
                    ;
                }
            }
            if (!_wasBuilt)
            {
                Build();
            }

            // Work in mesh model space because the tree daata exists in model space
            Matrix4x4 inverseTransform = meshTransformMatrix.inverse;

            box.Transform(inverseTransform);

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

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

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

            foreach (var node in overlappedNodes)
            {
                // Get the traingle associated with the node
                int        triangleIndex      = node.Data.TriangleIndex;
                Triangle3D modelSpaceTriangle = _editorMesh.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);
        }