Table of Contents

Method FromSolid

Namespace
GeometryHelper.Spatial
Assembly
GeometryHelper.dll

FromSolid(GeoSolid3)

Builds a hierarchy over the surface of a solid, using the default tolerance.

public static GeoBvh3 FromSolid(GeoSolid3 solid)

Parameters

solid GeoSolid3

Returns

GeoBvh3

FromSolid(GeoSolid3, Tolerance)

Builds a hierarchy over the surface of a solid, within a tolerance.

public static GeoBvh3 FromSolid(GeoSolid3 solid, Tolerance tolerance)

Parameters

solid GeoSolid3

The body whose surface is indexed.

tolerance Tolerance

The tolerance the surface is meshed with.

Returns

GeoBvh3

Remarks

The index is built over Triangulate(Tolerance), so it follows the material of every face: a ray fired through the notch of a concave body or through a hole in a plate passes clean through, and the nearest point on the surface is a point that is really on it.

A tree is worth building once and keeping. Nothing about it depends on what is asked of it, so a body that is queried repeatedly — clash detection over a model — should be indexed once rather than through the convenience paths in Collision3 and Distance3, which build a tree per call.