class MAGES::MeshDeformations::AutoUV::TriangleGrid¶
Overview¶
Uniform grid over the mesh’s non-degenerate triangles, backing the outward ray-cast hull test with Amanatides-Woo voxel traversal so no O(faces²) brute force is required. More…
class TriangleGrid
{
public:
// methods
TriangleGrid(
float3[] vertices,
int[] indices,
int faceCount,
bool[] faceDegenerate,
float3 meshMin,
float3 meshMax,
float diagonal
);
bool RayBlocked(
float3 origin,
float3 direction,
int selfFace,
int[] stamp,
int rayId,
float hitEpsilon
);
};
Detailed Documentation¶
Uniform grid over the mesh’s non-degenerate triangles, backing the outward ray-cast hull test with Amanatides-Woo voxel traversal so no O(faces²) brute force is required.
Methods¶
bool RayBlocked(
float3 origin,
float3 direction,
int selfFace,
int[] stamp,
int rayId,
float hitEpsilon
)
Cast a ray and report whether any triangle other than selfFace is hit before the ray leaves the grid bounds. A ray that leaves unobstructed (false) proves the origin face is on the hull.