示例#1
0
        // Intersects a mesh with a brush (set of planes)
        #region Intersect
        public void Intersect(AABB cuttingNodeBounds,
                              Plane[]       cuttingNodePlanes,
                              Vector3 cuttingNodeTranslation,
                              Vector3 inputPolygonTranslation,

                              List <Polygon> inputPolygons,

                              List <Polygon> inside,
                              List <Polygon> aligned,
                              List <Polygon> revAligned,
                              List <Polygon> outside)
        {
            var categories       = new PolygonSplitResult[cuttingNodePlanes.Length];
            var translatedPlanes = new Plane[cuttingNodePlanes.Length];
            var translation      = Vector3.Subtract(cuttingNodeTranslation, inputPolygonTranslation);

            // translate the planes we cut our polygons with so that they're located at the same
            // relative distance from the polygons as the brushes are from each other.
            for (int i = 0; i < cuttingNodePlanes.Length; i++)
            {
                translatedPlanes[i] = Plane.Translated(cuttingNodePlanes[i], translation);
            }

            var vertices = this.Vertices;
            var edges    = this.Edges;
            var planes   = this.Planes;

            for (int i = inputPolygons.Count - 1; i >= 0; i--)
            {
                var inputPolygon = inputPolygons[i];
                if (inputPolygon.FirstIndex == -1)
                {
                    continue;
                }

                var bounds      = inputPolygon.Bounds;
                var finalResult = PolygonSplitResult.CompletelyInside;

                // A quick check if the polygon lies outside the planes we're cutting our polygons with.
                if (!AABB.IsOutside(cuttingNodeBounds, translation, bounds))
                {
                    PolygonSplitResult intermediateResult;
                    Polygon            outsidePolygon = null;
                    for (int otherIndex = 0; otherIndex < translatedPlanes.Length; otherIndex++)
                    {
                        var translatedCuttingPlane = translatedPlanes[otherIndex];

                        var side = cuttingNodePlanes[otherIndex].OnSide(bounds, translation.Negated());
                        if (side == PlaneSideResult.Outside)
                        {
                            finalResult = PolygonSplitResult.CompletelyOutside;
                            break;                              // nothing left to process, so we exit
                        }
                        else
                        if (side == PlaneSideResult.Inside)
                        {
                            continue;
                        }

                        var polygon = inputPolygon;
                        intermediateResult = PolygonSplit(translatedCuttingPlane, inputPolygonTranslation, ref polygon, out outsidePolygon);
                        inputPolygon       = polygon;

                        if (intermediateResult == PolygonSplitResult.CompletelyOutside)
                        {
                            finalResult = PolygonSplitResult.CompletelyOutside;
                            break;                              // nothing left to process, so we exit
                        }
                        else
                        if (intermediateResult == PolygonSplitResult.Split)
                        {
                            if (outside != null)
                            {
                                outside.Add(outsidePolygon);
                            }
                            // Note: left over is still completely inside,
                            //		 or plane (opposite) aligned
                        }
                        else
                        if (intermediateResult != PolygonSplitResult.CompletelyInside)
                        {
                            finalResult = intermediateResult;
                        }
                    }
                }
                else
                {
                    finalResult = PolygonSplitResult.CompletelyOutside;
                }

                switch (finalResult)
                {
                case PolygonSplitResult.CompletelyInside:               inside.Add(inputPolygon); break;

                case PolygonSplitResult.CompletelyOutside:              outside.Add(inputPolygon); break;

                // The polygon can only be visible if it's part of the last brush that shares it's surface area,
                // otherwise we'd get overlapping polygons if two brushes overlap.
                // When the (final) polygon is aligned with one of the cutting planes, we know it lies on the surface of
                // the CSG node we're cutting the polygons with. We also know that this node is not the node this polygon belongs to
                // because we've done that check earlier on. So we flag this polygon as being invisible.
                case PolygonSplitResult.PlaneAligned:                   inputPolygon.Visible = false; aligned.Add(inputPolygon); break;

                case PolygonSplitResult.PlaneOppositeAligned:   inputPolygon.Visible = false; revAligned.Add(inputPolygon); break;
                }
            }
        }
示例#2
0
        // Categorize the given inputPolygons as being inside/outside or (reverse-)aligned
        // with the shape that is defined by the current brush or csg-branch.
        // When an inputPolygon crosses the node, it is split into pieces and every individual
        // piece is then categorized.
        #region Categorize
        public static void Categorize(CSGNode processedNode,
                                      CSGMesh processedMesh,

                                      CSGNode categorizationNode,

                                      List <Polygon> inputPolygons,

                                      List <Polygon> inside,
                                      List <Polygon> aligned,
                                      List <Polygon> revAligned,
                                      List <Polygon> outside)
        {
            // When you go deep enough in the tree it's possible that all categories point to the same
            // destination. So we detect that and potentially avoid a lot of wasted work.
            if (inside == revAligned &&
                inside == aligned &&
                inside == outside)
            {
                inside.AddRange(inputPolygons);
                return;
            }

Restart:
            if (processedNode == categorizationNode)
            {
                // When the currently processed node is the same node as we categorize against, then
                // we know that all our polygons are visible and we set their default category
                // (usually aligned, unless it's an instancing node in which case it's precalculated)
                foreach (var polygon in inputPolygons)
                {
                    switch (polygon.Category)
                    {
                    case PolygonCategory.Aligned:                   aligned.Add(polygon); break;

                    case PolygonCategory.ReverseAligned:    revAligned.Add(polygon); break;

                    case PolygonCategory.Inside:                    inside.Add(polygon); break;

                    case PolygonCategory.Outside:                   outside.Add(polygon); break;
                    }

                    // When brushes overlap and they share the same surface area we only want to keep
                    // the polygons of the last brush in the tree, and skip all others.
                    // At this point in the tree we know that this polygon belongs to this brush, so
                    // we set it to visible. If the polygon is found to share the surface area with another
                    // brush further on in the tree it'll be set to invisible again in mesh.Intersect.
                    polygon.Visible = true;
                }
                return;
            }

            var leftNode  = categorizationNode.Left;
            var rightNode = categorizationNode.Right;

            switch (categorizationNode.NodeType)
            {
            case CSGNodeType.Brush:
            {
                processedMesh.Intersect(categorizationNode.Bounds,
                                        categorizationNode.Generator.GetPlanes(categorizationNode.WorldTransformation),
                                        categorizationNode.Translation,
                                        processedNode.Translation,

                                        inputPolygons,

                                        inside, aligned, revAligned, outside);
                break;
            }

            case CSGNodeType.Addition:
            {
                //  ( A ||  B)
                var relativeLeftTrans  = Vector3.Subtract(processedNode.Translation, leftNode.Translation);
                var relativeRightTrans = Vector3.Subtract(processedNode.Translation, rightNode.Translation);
                if (AABB.IsOutside(processedNode.Bounds, relativeLeftTrans, leftNode.Bounds))
                {
                    if (AABB.IsOutside(processedNode.Bounds, relativeRightTrans, rightNode.Bounds))
                    {
                        // When our polygons lie outside the bounds of both the left and the right node, then
                        // all the polygons can be categorized as being 'outside'
                        outside.AddRange(inputPolygons);
                    }
                    else
                    {
                        //Categorize(processedNode, mesh, right,
                        //           inputPolygons,
                        //           inside, aligned, revAligned, outside);
                        categorizationNode = rightNode;
                        goto Restart;
                    }
                }
                else
                if (AABB.IsOutside(processedNode.Bounds, relativeRightTrans, rightNode.Bounds))
                {
                    //Categorize(processedNode, left, mesh,
                    //           inputPolygons,
                    //           inside, aligned, revAligned, outside);
                    categorizationNode = leftNode;
                    goto Restart;
                }
                else
                {
                    LogicalOr(processedNode, processedMesh, categorizationNode,
                              inputPolygons,
                              inside, aligned, revAligned, outside,
                              false, false);
                }
                break;
            }

            case CSGNodeType.Common:
            {
                // !(!A || !B)
                var relativeLeftTrans  = Vector3.Subtract(processedNode.Translation, leftNode.Translation);
                var relativeRightTrans = Vector3.Subtract(processedNode.Translation, rightNode.Translation);
                if (AABB.IsOutside(processedNode.Bounds, relativeLeftTrans, leftNode.Bounds) ||
                    AABB.IsOutside(processedNode.Bounds, relativeRightTrans, rightNode.Bounds))
                {
                    // When our polygons lie outside the bounds of both the left and the right node, then
                    // all the polygons can be categorized as being 'outside'
                    outside.AddRange(inputPolygons);
                }
                else
                {
                    LogicalOr(processedNode, processedMesh, categorizationNode,
                              inputPolygons,
                              outside, revAligned, aligned, inside,
                              true, true);
                }
                break;
            }

            case CSGNodeType.Subtraction:
            {
                // !(!A ||  B)
                var relativeLeftTrans  = Vector3.Subtract(processedNode.Translation, leftNode.Translation);
                var relativeRightTrans = Vector3.Subtract(processedNode.Translation, rightNode.Translation);
                if (AABB.IsOutside(processedNode.Bounds, relativeLeftTrans, leftNode.Bounds))
                {
                    // When our polygons lie outside the bounds of both the left node, then
                    // all the polygons can be categorized as being 'outside'
                    outside.AddRange(inputPolygons);
                }
                else
                if (AABB.IsOutside(processedNode.Bounds, relativeRightTrans, rightNode.Bounds))
                {
                    categorizationNode = leftNode;
                    goto Restart;
                }
                else
                {
                    LogicalOr(processedNode, processedMesh, categorizationNode,
                              inputPolygons,
                              outside, revAligned, aligned, inside,
                              true, false);
                }
                break;
            }
            }
        }