Beispiel #1
0
        private void Triangulate(DecalProjection projection, MeshBuilder builder, ref List <ClipPointData> polygon)
        {
            List <Vector3> vertices = builder.Vertices;
            int            index    = polygon[0].index;
            Vector3        vector   = vertices[index];

            for (int i = 2; i < polygon.Count; i++)
            {
                ClipPointData data2   = polygon[i - 1];
                int           num3    = data2.index;
                ClipPointData data3   = polygon[i];
                int           num4    = data3.index;
                Vector3       vector2 = vertices[num3];
                Vector3       vector3 = vertices[num4];
                Ray           ray     = projection.Ray;
                Vector3       vector4 = Vector3.Cross(vector - vector2, vector - vector3);
                if (Vector3.Dot(-ray.direction, vector4.normalized) > 0f)
                {
                    builder.AddTriangle(index, num3, num4);
                }
                else
                {
                    builder.AddTriangle(index, num4, num3);
                }
            }
        }
Beispiel #2
0
        private Vector3 GetProjectDirectionAsMiddleNormal(DecalProjection projection, List <int> triangles, List <Vector3> vertices, List <Vector3> normals)
        {
            Vector3 zero = Vector3.zero;

            for (int i = 0; i < triangles.Count; i += 3)
            {
                int     num2    = triangles[i];
                int     num3    = triangles[i + 1];
                int     num4    = triangles[i + 2];
                Vector3 vector2 = vertices[num2];
                Vector3 vector3 = vertices[num3];
                Vector3 vector4 = vertices[num4];
                zero += normals[num2] * this.GetTriangleSquare(vector2, vector3, vector4);
            }
            return(!zero.Equals(Vector3.zero) ? -zero.normalized : projection.Ray.direction);
        }
 public bool Collect(DecalProjection projection, MeshBuilder meshBuilder)
 {
     foreach (Collider collider in this.GetColliders(projection))
     {
         Mesh mesh;
         if (this.GetMeshByCollider(collider, out mesh))
         {
             Renderer renderer;
             meshBuilder.ClearWeldHashing();
             Transform transform = collider.transform;
             if (this.TryGetRenderer(collider.gameObject, out renderer) && !renderer.gameObject.CompareTag("IgnoreDecals"))
             {
                 float[]       numArray2;
                 Vector3[]     vectorArray3;
                 int[]         triangles    = this.cache.GetTriangles(mesh);
                 Vector3[]     vertices     = this.cache.GetVertices(mesh);
                 Vector3[]     normals      = this.cache.GetNormals(mesh);
                 SurfaceType[] surfaceTypes = this.cache.GetSurfaceTypes(mesh, renderer);
                 this.cache.GetTriangleRadius(mesh, out numArray2, out vectorArray3);
                 Vector3 vector  = transform.InverseTransformDirection(projection.Ray.direction);
                 Vector3 vector2 = transform.InverseTransformPoint(projection.ProjectionHit.point);
                 for (int i = 0; i < triangles.Length; i += 3)
                 {
                     int     index        = i / 3;
                     Vector3 vector3      = vectorArray3[index] - vector2;
                     float   sqrMagnitude = vector3.sqrMagnitude;
                     float   num5         = numArray2[index] + projection.HalfSize;
                     if (sqrMagnitude <= (num5 * num5))
                     {
                         int num6 = triangles[i];
                         if (Vector3.Dot(normals[num6], -vector) >= 0f)
                         {
                             int     num8    = triangles[i + 1];
                             int     num9    = triangles[i + 2];
                             Vector3 vertex  = vertices[num6];
                             Vector3 vector6 = vertices[num8];
                             Vector3 vector7 = vertices[num9];
                             num6 = meshBuilder.AddVertexWeldAndTransform((long)num6, new VertexData(vertex, normals[num6], surfaceTypes[num6]), transform);
                             meshBuilder.AddTriangle(num6, meshBuilder.AddVertexWeldAndTransform((long)num8, new VertexData(vector6, normals[num8], surfaceTypes[num8]), transform), meshBuilder.AddVertexWeldAndTransform((long)num9, new VertexData(vector7, normals[num9], surfaceTypes[num9]), transform));
                         }
                     }
                 }
             }
         }
     }
     return(meshBuilder.Triangles.Count > 0);
 }
Beispiel #4
0
        public void Clip(DecalProjection projection, MeshBuilder sourceBuilder, MeshBuilder destBuilder)
        {
            List <int>         triangles    = sourceBuilder.Triangles;
            List <Vector3>     vertices     = sourceBuilder.Vertices;
            List <Vector3>     normals      = sourceBuilder.Normals;
            List <SurfaceType> surfaceTypes = sourceBuilder.SurfaceTypes;
            Quaternion         rotation     = Quaternion.LookRotation(-projection.ProjectionHit.normal, projection.Up);
            Quaternion         quaternion2  = Quaternion.Inverse(rotation);

            ClipEdge2D[] clipPlane = this.CalculateClipPlane(projection.HalfSize, projection.HalfSize);
            int          num       = 0;

            while (num < triangles.Count)
            {
                this.polygon.Clear();
                int num2 = 0;
                while (true)
                {
                    if (num2 >= 3)
                    {
                        if (this.ClipByWidthAndHeight(clipPlane, ref this.polygon) && this.ClipByDepth(clipPlane, projection.HalfSize, ref this.polygon))
                        {
                            this.AddAllPolygonPointsAndTransformToWorld(destBuilder, ref this.polygon, rotation, projection.ProjectionHit.point);
                            this.Triangulate(projection, destBuilder, ref this.polygon);
                        }
                        num += 3;
                        break;
                    }
                    int         num3          = triangles[num + num2];
                    Vector3     normal        = normals[num3];
                    SurfaceType surfaceType   = surfaceTypes[num3];
                    RaycastHit  projectionHit = projection.ProjectionHit;
                    Vector3     vertex        = (Vector3)(quaternion2 * (vertices[num3] - projectionHit.point));
                    this.polygon.Add(new ClipPointData(new VertexData(vertex, normal, surfaceType)));
                    num2++;
                }
            }
        }
Beispiel #5
0
        public void Project(MeshBuilder builder, DecalProjection projection)
        {
            List <Vector3>     normals      = builder.Normals;
            List <Vector3>     vertices     = builder.Vertices;
            List <int>         triangles    = builder.Triangles;
            List <SurfaceType> surfaceTypes = builder.SurfaceTypes;
            float      num         = projection.HalfSize * 1.1f;
            float      num2        = (num * 2f) * projection.AtlasHTilesCount;
            float      num3        = (num * 2f) * projection.AtlasVTilesCount;
            Quaternion quaternion2 = Quaternion.Inverse(Quaternion.LookRotation(this.GetProjectDirectionAsMiddleNormal(projection, triangles, vertices, normals), projection.Up));

            for (int i = 0; i < vertices.Count; i++)
            {
                int        position      = projection.SurfaceAtlasPositions[surfaceTypes[i]];
                Vector2    vector2       = this.GetAtlasOffset(projection.AtlasHTilesCount, projection.AtlasVTilesCount, position);
                Vector3    vector3       = vertices[i];
                Vector3    vector4       = normals[i];
                RaycastHit projectionHit = projection.ProjectionHit;
                Vector3    vector5       = (Vector3)(quaternion2 * (vector3 - projectionHit.point));
                Vector3    vector6       = (Vector3)(quaternion2 * vector4);
                vector6.x = Mathf.Abs(vector6.x);
                vector6.y = Mathf.Abs(vector6.y);
                float num6 = Mathf.Abs(vector5.z) * this.DEPTH_TO_OFFSET_KOEF;
                float x    = vector5.x;
                float y    = vector5.y;
                if (vector6.x > this.NORMAL_TO_OFFSET_TRESHOLD)
                {
                    x += (Mathf.Sign(vector5.x) * vector6.x) * num6;
                }
                if (vector6.y > this.NORMAL_TO_OFFSET_TRESHOLD)
                {
                    y += (Mathf.Sign(vector5.y) * vector6.y) * num6;
                }
                builder.AddUV(new Vector2(((x / num2) + 0.5f) + vector2.x, ((y / num3) + 0.5f) + vector2.y));
            }
        }
 private Collider[] GetColliders(DecalProjection projection) =>
 Physics.OverlapSphere(projection.ProjectionHit.point, projection.HalfSize);