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ChunkMesh.cs
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ChunkMesh.cs
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using System;
using System.Collections.Generic;
namespace Stl2Blueprint
{
class ChunkMesh : Mesh
{
public struct Chunk
{
public Vector3I position;
public BoundingBox boundingBox;
public List<Triangle> triangles;
override public string ToString ()
{
return string.Format("P{0},{1},{2}, T:{3}, Bmin:{4}, Bmax:{5}",
position.x, position.y, position.z,
(triangles == null ? "null" : triangles.Count.ToString()),
boundingBox.min, boundingBox.max);
}
public int IntersectionCount(Vector3 p)
{
if (triangles == null)
{
return 0;
}
int count = 0;
for (int i = 0; i < triangles.Count; i++)
{
if (triangles[i].IntersectsRay(p, Vector3.AxisX))
count++;
}
return count;
}
public bool IntersectsBox(BoundingBox box)
{
if (triangles == null)
{
return false;
}
foreach (Triangle t in triangles)
{
if (t.IntersectsBox(box))
return true;
}
return false;
}
}
public Vector3I Size { get; }
public Vector3 Offset { get; }
public Vector3 ChunkSize { get; }
public Chunk[] Chunks { get; }
public BoundingBox Bounds { get; }
public ChunkMesh(StandardMesh mesh, Vector3I size, BoundingBox boundingBox)
{
Triangle[] Triangles = mesh.Triangles;
Bounds = mesh.Bounds;
Offset = boundingBox.min;
this.Size = size;
ChunkSize = boundingBox.size / size;
Chunks = new Chunk[size.x * size.y * size.z];
for (int x = 0; x < size.x; x++)
{
for (int y = 0; y < size.y; y++)
{
for (int z = 0; z < size.z; z++)
{
Vector3I pos = new Vector3I(x, y, z);
int i = GetIndex(pos);
Chunks[i].position = pos;
Chunks[i].boundingBox = new BoundingBox(
(pos * ChunkSize) + Offset,
(pos * ChunkSize) + Offset + ChunkSize
);
}
}
}
for (int t = 0; t < Triangles.Length; t++)
{
Triangle triangle = Triangles[t];
Vector3I min = BoundingChunk(Vector3.Min(triangle.vertex1, triangle.vertex2, triangle.vertex3));
Vector3I max = BoundingChunk(Vector3.Max(triangle.vertex1, triangle.vertex2, triangle.vertex3));
for (int x = min.x; x <= Math.Min(max.x, size.x - 1); x++)
{
for (int y = min.y; y <= Math.Min(max.y, size.y - 1); y++)
{
for (int z = min.z; z <= Math.Min(max.z, size.z - 1); z++)
{
Chunk chunk = Chunks[GetIndex(x, y, z)];
if (triangle.IntersectsBox(chunk.boundingBox))
{
if (chunk.triangles == null)
{
chunk.triangles = new List<Triangle>();
}
chunk.triangles.Add(triangle);
Chunks[GetIndex(x, y, z)] = chunk;
}
}
}
}
}
}
public bool ContainsPoint(Vector3 p)
{
int count;
Vector3I chunkPos = BoundingChunk(p);
Chunk chunk = Chunks[GetIndex(0, chunkPos.y, chunkPos.z)];
count = chunk.IntersectionCount(p);
return count % 2 == 1;
}
public bool IntersectsBox(BoundingBox box)
{
Vector3I min = BoundingChunk(box.min);
Vector3I max = BoundingChunk(box.max);
for (int x = min.x; x <= Math.Min(max.x, Size.x - 1); x++)
{
for (int y = min.y; y <= Math.Min(max.y, Size.y - 1); y++)
{
for (int z = min.z; z <= Math.Min(max.z, Size.z - 1); z++)
{
Chunk chunk = Chunks[GetIndex(x, y, z)];
if (chunk.IntersectsBox(box))
{
return true;
}
}
}
}
return false;
}
private int GetIndex(Vector3I position)
{
return GetIndex(position.x, position.y, position.z);
}
private int GetIndex(int x, int y, int z)
{
return x + y * Size.x + z * Size.x * Size.y;
}
public Vector3I BoundingChunk(Vector3 position)
{
return new Vector3I(
(int)Math.Floor((position.x - Offset.x) / ChunkSize.x),
(int)Math.Floor((position.y - Offset.y) / ChunkSize.y),
(int)Math.Floor((position.z - Offset.z) / ChunkSize.z)
);
}
}
}