Ray to Octree Intersection for boolean geometry

  3d, algorithm, c++, octree

I’m trying to do boolean geometry that I have two meshes and would like to compute the intersection between them.

So I construct an octree from mesh A, and I check the vertices from mesh B against the octants, if there is an intersection, check the octant triangles for intersection, then I add the triangles, construct a mesh.

auto intersected_octant_faces = mn::buf_new<musa::Triangle>();
    std::stack < cg::Octant *> stack;
    stack.push(octree_sphere.root);
    for (size_t i = 0; i < tri_mesh_cube.vertices.count; i++)
    {
        while (!stack.empty())
        {
            cg::Octant* node = stack.top();
            if (!node)
                break;
            stack.pop();

            musa::Ray ray;
            ray.origin = { tri_mesh_cube.vertices[i] };
            ray.dir = { 1,0,0 };

            musa::Intersection_Points pts = {};
            pts = musa::ray_box_intersection(ray, node->region);
            if (pts.count >= 1)
            {
                musa::Intersection_Points t = {};
                auto vertices = node->faces;
                for (size_t j = 0; j < vertices.count; j += 3)
                {
                    musa::Triangle tri{ vertices[j], vertices[j + 1], vertices[j + 2] };
                    t = musa::ray_triangle_intersection(ray, tri);
                    if (t.count == 1)
                    {
                        mn::buf_push(intersected_octant_faces, tri);
                    }
                }

            }
            for (auto& n : node->octants)
            {
                stack.push(n);
            }
        }
    }

Right now I get just two faces as shown in the figure and not sure where is the problem.
enter image description here

Source: Windows Questions C++

LEAVE A COMMENT