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- #region File Description
- //-----------------------------------------------------------------------------
- // CollideModel.cs
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #endregion
- #region Using Statements
- using System;
- using System.Collections.Generic;
- using System.Text;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.Content;
- using Microsoft.Xna.Framework.Graphics;
- #endregion
- namespace RobotGameData.Collision
- {
- /// <summary>
- /// It's a collision model.
- /// </summary>
- public class CollideModel : CollideElement
- {
- #region Fields
- protected Vector3[] vertices = null;
- protected Vector3[] normal = null;
- protected QuadTree quadTree = null;
- #endregion
- #region Properties
- public Vector3[] Vertices
- {
- get { return vertices; }
- }
- public Vector3[] Normal
- {
- get { return normal; }
- }
- public QuadTree QuadTree
- {
- get { return quadTree; }
- }
- #endregion
- /// <summary>
- /// Constructor.
- /// no quad tree.
- /// </summary>
- /// <param name="vertices">model's vertices</param>
- public CollideModel(Vector3[] vertices)
- : base()
- {
- this.vertices = vertices;
- // Creates vector array by triangle's vertices count
- this.normal = new Vector3[this.vertices.Length / 3];
- // Creates normal vector by each triangle
- for (int i = 0; i < this.normal.Length; i++)
- {
- Vector3 v1 = this.vertices[i * 3];
- Vector3 v2 = this.vertices[i * 3 + 1];
- Vector3 v3 = this.vertices[i * 3 + 2];
- this.normal[i] = Vector3.Normalize(Vector3.Cross(v3 - v1, v2 - v1));
- }
- }
- /// <summary>
- /// Constructor.
- /// use quad tree.
- /// </summary>
- /// <param name="vertices">model's vertices</param>
- /// <param name="buildQuadTreeDepth">quad tree depth count</param>
- public CollideModel(Vector3[] vertices, int buildQuadTreeDepth) : base()
- {
- this.vertices = vertices;
- // Creates vector array by triangle's vertices count
- this.normal = new Vector3[this.vertices.Length / 3];
- // Creates normal vector by each triangle
- for (int i = 0; i < this.normal.Length; i++)
- {
- Vector3 v1 = this.vertices[i * 3];
- Vector3 v2 = this.vertices[i * 3 + 1];
- Vector3 v3 = this.vertices[i * 3 + 2];
- this.normal[i] = Vector3.Normalize(Vector3.Cross(v3 - v1, v2 - v1));
- }
- // builds quad tree.
- if (buildQuadTreeDepth > 0)
- {
- this.quadTree = new QuadTree();
- this.quadTree.Build(this.Vertices, buildQuadTreeDepth);
- }
- }
- /// <summary>
- /// Set to new transform matrix.
- /// </summary>
- public override void Transform(Matrix matrix)
- {
- if (this.QuadTree != null)
- {
- int nodeDepth = this.QuadTree.DepthLevel;
- Matrix newTransform = matrix;
- // if changed matrix, re-build quad tree and collison vertices
- if (this.TransformMatrix != newTransform)
- {
- for (int i=0; i < this.vertices.Length; i++)
- {
- this.vertices[i] =
- Vector3.Transform(this.vertices[i], newTransform);
- }
- for (int i = 0; i < this.normal.Length; i++)
- {
- this.normal[i] =
- Vector3.Transform(this.normal[i], newTransform);
- }
- // re-build quad tree.
- this.quadTree = null;
- this.quadTree = new QuadTree();
- this.quadTree.Build(this.Vertices, nodeDepth);
- }
- }
- base.Transform(matrix);
- }
- /// <summary>
- /// Return a transformed vertex.
- /// </summary>
- /// <param name="index">vertex index</param>
- /// <returns>transformed vertex vector</returns>
- public Vector3 GetTransformedVertex(int index)
- {
- if (index > this.vertices.Length)
- throw new MemberAccessException("Overflow index (" + index + ")");
- return Vector3.Transform(this.vertices[index], TransformMatrix);
- }
- /// <summary>
- /// Return a transformed normal vector.
- /// </summary>
- /// <param name="index">vertex index</param>
- /// <returns>transformed normal vector</returns>
- public Vector3 GetTransformedNormal(int index)
- {
- if (index > this.normal.Length)
- throw new MemberAccessException("Overflow index (" + index + ")");
- return Vector3.Transform(this.normal[index], TransformMatrix);
- }
- }
- }
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