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C# BoundingBoxD.IntersectsTriangle方法代码示例

本文整理汇总了C#中BoundingBoxD.IntersectsTriangle方法的典型用法代码示例。如果您正苦于以下问题:C# BoundingBoxD.IntersectsTriangle方法的具体用法?C# BoundingBoxD.IntersectsTriangle怎么用?C# BoundingBoxD.IntersectsTriangle使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在BoundingBoxD的用法示例。


在下文中一共展示了BoundingBoxD.IntersectsTriangle方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: TestVoxelNavmeshTriangle

        public void TestVoxelNavmeshTriangle(ref Vector3D a, ref Vector3D b, ref Vector3D c, List<MyCubeGrid> gridsToTest, List<MyGridPathfinding.CubeId> linkCandidatesOutput, out bool intersecting)
        {
            ProfilerShort.Begin("TestVoxelNavmeshTriangle");

            ProfilerShort.Begin("Triangle-obstacle tests");
            Vector3D s = (a + b + c) / 3.0;
            if (m_obstacles.IsInObstacle(s))
            {
                intersecting = true;
                ProfilerShort.End();
                ProfilerShort.End();
                return;
            }
            ProfilerShort.End();

            BoundingBoxD triBB;
            Vector3D aLocal, bLocal, cLocal, gLocal;
            Vector3D g = Vector3D.Zero;
            if (MyPerGameSettings.NavmeshPresumesDownwardGravity)
            {
                g = Vector3.Down * 2.0f;
            }

            m_tmpLinkCandidates.Clear();

            intersecting = false;
            foreach (var grid in gridsToTest)
            {
                MatrixD mat = grid.PositionComp.WorldMatrixNormalizedInv;

                Vector3D.Transform(ref a, ref mat, out aLocal);
                Vector3D.Transform(ref b, ref mat, out bLocal);
                Vector3D.Transform(ref c, ref mat, out cLocal);
                Vector3D.TransformNormal(ref g, ref mat, out gLocal);

                triBB = new BoundingBoxD(Vector3D.MaxValue, Vector3D.MinValue);
                triBB.Include(ref aLocal, ref bLocal, ref cLocal);
                
                Vector3I min = grid.LocalToGridInteger(triBB.Min);
                Vector3I max = grid.LocalToGridInteger(triBB.Max);
                Vector3I pos = min - Vector3I.One;
                Vector3I max2 = max + Vector3I.One;
                for (var it = new Vector3I_RangeIterator(ref pos, ref max2); it.IsValid(); it.GetNext(out pos))
                {
                    if (grid.GetCubeBlock(pos) != null)
                    {
                        Vector3 largeMin = (pos - Vector3.One) * grid.GridSize;
                        Vector3 largeMax = (pos + Vector3.One) * grid.GridSize;
                        Vector3 smallMin = (pos - Vector3.Half) * grid.GridSize;
                        Vector3 smallMax = (pos + Vector3.Half) * grid.GridSize;
                        BoundingBoxD largeBb = new BoundingBoxD(largeMin, largeMax);
                        BoundingBoxD bb = new BoundingBoxD(smallMin, smallMax);

                        largeBb.Include(largeMin + gLocal);
                        largeBb.Include(largeMax + gLocal);
                        bb.Include(smallMin + gLocal);
                        bb.Include(smallMax + gLocal);

                        ProfilerShort.Begin("Triangle intersection tests");
                        if (largeBb.IntersectsTriangle(ref aLocal, ref bLocal, ref cLocal))
                        {
                            if (bb.IntersectsTriangle(ref aLocal, ref bLocal, ref cLocal))
                            {
                                intersecting = true;
                                ProfilerShort.End();
                                break;
                            }
                            else
                            {
                                int dx = Math.Min(Math.Abs(min.X - pos.X), Math.Abs(max.X - pos.X));
                                int dy = Math.Min(Math.Abs(min.Y - pos.Y), Math.Abs(max.Y - pos.Y));
                                int dz = Math.Min(Math.Abs(min.Z - pos.Z), Math.Abs(max.Z - pos.Z));
                                if ((dx + dy + dz) < 3)
                                    m_tmpLinkCandidates.Add(new MyGridPathfinding.CubeId() { Grid = grid, Coords = pos });
                            }
                        }
                        ProfilerShort.End();
                    }
                }

                if (intersecting) break;
            }

            if (!intersecting)
            {
                for (int i = 0; i < m_tmpLinkCandidates.Count; ++i)
                {
                    linkCandidatesOutput.Add(m_tmpLinkCandidates[i]);
                }
            }
            m_tmpLinkCandidates.Clear();

            ProfilerShort.End();
        }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:94,代码来源:MyNavmeshCoordinator.cs


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