void MeshDistanceBruteForce::InitMeshList(const Vector< pair<const BaseMesh*, Matrix4> > &meshes) { UINT triangleSum = 0; const UINT meshCount = meshes.Length(); for(UINT meshIndex = 0; meshIndex < meshCount; meshIndex++) { triangleSum += meshes[meshIndex].first->FaceCount(); } _triangles.Allocate(triangleSum); UINT triangleListIndex = 0; for(UINT meshIndex = 0; meshIndex < meshCount; meshIndex++) { const BaseMesh &curMesh = *meshes[meshIndex].first; const Matrix4 &curTransform = meshes[meshIndex].second; const UINT triangleCount = curMesh.FaceCount(); const MeshVertex *vertices = curMesh.Vertices(); const DWORD *indices = curMesh.Indices(); for(UINT triangleIndex = 0; triangleIndex < triangleCount; triangleIndex++) { TriangleEntry &curEntry = _triangles[triangleListIndex]; curEntry.V[0] = curTransform.TransformPoint(vertices[ indices[ triangleIndex * 3 + 0 ] ].Pos); curEntry.V[1] = curTransform.TransformPoint(vertices[ indices[ triangleIndex * 3 + 1 ] ].Pos); curEntry.V[2] = curTransform.TransformPoint(vertices[ indices[ triangleIndex * 3 + 2 ] ].Pos); Rectangle3f curBBox = Rectangle3f::ConstructFromTwoPoints(curEntry.V[0], curEntry.V[1]); curBBox.ExpandBoundingBox(curEntry.V[2]); curEntry.center = curBBox.Center(); curEntry.variance = curBBox.Variance(); triangleListIndex++; } } }
bool MeshDistanceBruteForce::IntersectMeshList(const Vector< pair<const BaseMesh*, Matrix4> > &meshes) const { const UINT meshCount = meshes.Length(); const UINT mTriangleCount = _triangles.Length(); for(UINT meshIndex = 0; meshIndex < meshCount; meshIndex++) { const BaseMesh &curMesh = *meshes[meshIndex].first; const Matrix4 &curTransform = meshes[meshIndex].second; const UINT triangleCount = curMesh.FaceCount(); const MeshVertex *vertices = curMesh.Vertices(); const DWORD *indices = curMesh.Indices(); for(UINT outerTriangleIndex = 0; outerTriangleIndex < triangleCount; outerTriangleIndex++) { const Vec3f t0 = curTransform.TransformPoint(vertices[ indices[ outerTriangleIndex * 3 + 0 ] ].Pos); const Vec3f t1 = curTransform.TransformPoint(vertices[ indices[ outerTriangleIndex * 3 + 1 ] ].Pos); const Vec3f t2 = curTransform.TransformPoint(vertices[ indices[ outerTriangleIndex * 3 + 2 ] ].Pos); Rectangle3f curBBox = Rectangle3f::ConstructFromTwoPoints(t0, t1); curBBox.ExpandBoundingBox(t2); const Vec3f center = curBBox.Center(); const Vec3f variance = curBBox.Variance(); for(UINT innerTriangleIndex = 0; innerTriangleIndex < mTriangleCount; innerTriangleIndex++) { const TriangleEntry &curEntry = _triangles[innerTriangleIndex]; if(Math::Abs(center.x - curEntry.center.x) <= variance.x + curEntry.variance.x && Math::Abs(center.y - curEntry.center.y) <= variance.y + curEntry.variance.y && Math::Abs(center.z - curEntry.center.z) <= variance.z + curEntry.variance.z) { if(Math::DistanceTriangleTriangleSq(t0, t1, t2, curEntry.V[0], curEntry.V[1], curEntry.V[2]) == 0.0f) { float value = Math::DistanceTriangleTriangleSq(t0, t1, t2, curEntry.V[0], curEntry.V[1], curEntry.V[2]); return true; } } } } } return false; }