protected override void HandleOnUpdate()
    {
        
        for(int i = 0; i<OuterPolygon.Count; i++)
        {
            List<Vector2> union = PolygonAlgorithm.Combine(OuterPolygon[i], new List<List<Vector2>>() { InnerHole[i] });
            if ((FaceType & Facing.FACE_BACK) == Facing.FACE_BACK)
                CalcFaceMeshData(union, ForceEarCut.ComputeTriangles(union), Facing.FACE_FORWARD, tinkness, ref vertices, ref normals, ref uv, ref triangles);
            if ((FaceType & Facing.FACE_BACK) == Facing.FACE_BACK)
                CalcFaceMeshData(union, ForceEarCut.ComputeTriangles(union), Facing.FACE_BACK, tinkness, ref vertices, ref normals, ref uv, ref triangles);
        }

        if(IsTinkness)
        {
            foreach (var outer in OuterPolygon)
            {
                //outer.Reverse();
                CalcSideMeshData(outer, tinkness, ref vertices, ref normals, ref uv, ref triangles);
            }

            foreach (var inner in InnerHole)
            {
                CalcSideMeshData(inner, tinkness, ref vertices, ref normals, ref uv, ref triangles);
            }
        }

    }
Beispiel #2
0
    public static List <Vector2> Combine(PolygonTree tree)
    {
        List <Vector2> exVertices = new List <Vector2>(tree.exterior.vertices);

        if (!ForceEarCut.AreVerticesClockwise(exVertices, 0, exVertices.Count))
        {
            exVertices.Reverse();
        }

        if (tree.interiors == null || tree.interiors.Count == 0)
        {
            return(exVertices);
        }

        List <List <Vector2> > inPolygons = new List <List <Vector2> >(tree.interiors.Count);

        foreach (Polygon inPoly in tree.interiors)
        {
            List <Vector2> verts = new List <Vector2>(inPoly.vertices);
            if (!ForceEarCut.AreVerticesClockwise(verts, 0, verts.Count))
            {
                verts.Reverse();
            }
            inPolygons.Add(verts);
        }
        return(Combine(exVertices, inPolygons));
    }
    public void OnUpdateMesh()
    {
        List <Vector3> verts = new List <Vector3>();
        List <Vector2> uvs   = new List <Vector2>();
        List <int>     tris  = new List <int>();

        List <Vector2> points    = PolygonAlgorithm.Combine(_shape2D);
        List <int>     triangles = ForceEarCut.ComputeTriangles(points);

        if ((facing & Facing.FACE_BACK) == Facing.FACE_BACK)
        {
            CalculateMeshData(points, triangles, Facing.FACE_BACK, _thickness, ref verts, ref uvs, ref tris);
        }

        if ((facing & Facing.FACE_FORWARD) == Facing.FACE_FORWARD)
        {
            CalculateMeshData(points, triangles, Facing.FACE_FORWARD, _thickness, ref verts, ref uvs, ref tris);
        }

        Mesh _mesh = GetComponent <MeshFilter>().sharedMesh;

        if (_mesh == null)
        {
            _mesh      = new Mesh();
            _mesh.name = "Face_Mesh";
            GetComponent <MeshFilter>().mesh = _mesh;
        }
        _mesh.Clear();
        _mesh.vertices  = verts.ToArray();
        _mesh.uv        = uvs.ToArray();
        _mesh.triangles = tris.ToArray();
        _mesh.RecalculateNormals();
        ;
    }
Beispiel #4
0
    public void OnUpdateMesh()
    {
        List <Vector3> verts = new List <Vector3>();
        List <Vector2> uvs   = new List <Vector2>();
        List <int>     tris  = new List <int>();

        if (join == Join.JOIN_BEVEL)
        {
            if (!ForceEarCut.AreVerticesClockwise(_shape2D.exterior.vertices, 0, _shape2D.exterior.vertices.Count))
            {
                _shape2D.exterior.vertices.Reverse();
            }
            CalculateBevelOutline(_shape2D.exterior.vertices, _strokeWidth, ref verts, ref uvs, ref tris);

            foreach (Polygon inter in _shape2D.interiors)
            {
                if (ForceEarCut.AreVerticesClockwise(inter.vertices, 0, inter.vertices.Count))
                {
                    inter.vertices.Reverse();
                }
                CalculateBevelOutline(inter.vertices, _strokeWidth, ref verts, ref uvs, ref tris);
            }
        }
        else if (join == Join.JOIN_MITER)
        {
            if (!ForceEarCut.AreVerticesClockwise(_shape2D.exterior.vertices, 0, _shape2D.exterior.vertices.Count))
            {
                _shape2D.exterior.vertices.Reverse();
            }
            CalculateMeshData(_shape2D.exterior.vertices, _strokeWidth, ref verts, ref uvs, ref tris);

            foreach (Polygon inter in _shape2D.interiors)
            {
                if (ForceEarCut.AreVerticesClockwise(inter.vertices, 0, inter.vertices.Count))
                {
                    inter.vertices.Reverse();
                }
                CalculateMeshData(inter.vertices, _strokeWidth, ref verts, ref uvs, ref tris);
            }
        }

        Mesh _mesh = GetComponent <MeshFilter>().sharedMesh;

        if (_mesh == null)
        {
            _mesh      = new Mesh();
            _mesh.name = "Outline_Mesh";
            GetComponent <MeshFilter>().mesh = _mesh;
        }
        _mesh.Clear();
        _mesh.vertices  = verts.ToArray();
        _mesh.uv        = uvs.ToArray();
        _mesh.triangles = tris.ToArray();
        _mesh.RecalculateNormals();
        ;

        OnCalculateRect();
    }
Beispiel #5
0
    public void SetVertices(Vector2[] array)
    {
        vertices = new List <Vector2>(array);

        if (!ForceEarCut.AreVerticesClockwise(vertices, 0, vertices.Count))
        {
            vertices.Reverse();
        }
    }
Beispiel #6
0
    public static List <Vector2> Combine(List <Vector2> exVertices, List <List <Vector2> > inPolygons)
    {
        //		inP.Clear();
        //		exP.Clear();

        List <Vector2> inP = new List <Vector2>();
        List <Vector2> exP = new List <Vector2>();

        //List<Vector2> exVertices = new List<Vector2>(tree.exterior.vertices);//new List<Vector2>(poly.exteriorRing.vertices);

//		List<Polygon> inPolygons = new List<Polygon>(tree.interiors);
//		List<Vector2> inVertices = new List<Vector2>();
//		foreach(Polygon poly in inPolygons){
//			inVertices.AddRange(poly.vertices);
//		}


        while (inPolygons.Count > 0)
        {
            Vector2 inVertex = inPolygons[0][0];
            int     index    = 0;
            for (int i = 0; i < inPolygons.Count; i++)
            {
                if (GetRightMostVertex(inPolygons[i], ref inVertex))
                {
                    index = i;
                }
            }

            Intersection inter = Intersection.none;

            if (CGAlgorithm.SegmentSkewPoly(inVertex, inVertex + RIGHT_DISTANCE, exVertices, ref inter))
            {
                if (inter.Type == PointType.ON_EDGE)
                {
                    exVertices.Insert(inter.EdgeEndIndex, inter.Point0);
                }
                Combine(ref exVertices, ref inP, ref exP, inPolygons[index], inter.Point0, inVertex);
            }

            else
            {
                //Debug.LogError("The " + index +" interior polygon cannot combine to exterior polygon !");
            }

            inPolygons.RemoveAt(index);
        }

        if (!ForceEarCut.AreVerticesClockwise(exVertices, 0, exVertices.Count))
        {
            exVertices.Reverse();
        }

        return(exVertices);
    }
    protected override void HandleOnUpdateVertices()
    {
        float length     = Vector3.Distance(startPosition, endPosition) - blankCap * 2;
        float halfLength = length * 0.5f;
        float halfWidth  = width * 0.5f;

        Vector3    position = (endPosition + startPosition) * 0.5f;
        float      angle    = Mathf.Atan2(endPosition.x - startPosition.x, endPosition.y - startPosition.y) * Mathf.Rad2Deg;
        Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.back);

        //Quaternion rotation = Quaternion.FromToRotation(Vector3.up, endPos - startPos);

        transform.localPosition = position;
        transform.localRotation = rotation;

        /*Vertices[0] = halfLength*Vector3.left + Vector3.down * size;
         *      Vertices[1] = halfLength*Vector3.left + Vector3.up * size;
         *      Vertices[2] = halfLength*Vector3.right + Vector3.up * size;
         *      Vertices[3] = halfLength*Vector3.right + Vector3.down * size;*/

        /*Vertices[0] = halfWidth * Vector3.left + Vector3.down * halfLength;
         * Vertices[1] = halfWidth * Vector3.left + Vector3.up * halfLength;
         * Vertices[2] = halfWidth * Vector3.right + Vector3.up * halfLength;
         * Vertices[3] = halfWidth * Vector3.right + Vector3.down * halfLength;*/

        List <Vector3> vertices = new List <Vector3>()
        {
            (halfWidth * Vector3.left + Vector3.down * halfLength),
            (halfWidth * Vector3.left + Vector3.up * halfLength),
            (halfWidth * Vector3.right + Vector3.up * halfLength),
            (halfWidth * Vector3.right + Vector3.down * halfLength)
        };

        /*vertices.Add(halfWidth * Vector3.left + Vector3.down * halfLength);
         * vertices.Add(halfWidth * Vector3.left + Vector3.up * halfLength);
         * vertices.Add(halfWidth * Vector3.right + Vector3.up * halfLength);
         * vertices.Add(halfWidth * Vector3.right + Vector3.down * halfLength);*/

        if (!ForceEarCut.AreVerticesClockwise(vertices.Select(v => new Vector2(v.x, v.y)).ToList(), 0, 4))
        {
            vertices.Reverse();
        }
        Vertices = vertices.ToArray();

        float f = length / width;

        Vector2[] uv = new Vector2[] {
            new Vector2(0, 0),
            new Vector2(0, f),
            new Vector2(1, f),
            new Vector2(1, 0)
        };

        UV = uv;
    }
Beispiel #8
0
    public static List <Vector2> ScalePoly(List <Vector2> Poly, float Spacing)
    {
        int n = Poly.Count;

        if (ForceEarCut.AreVerticesClockwise(Poly, 0, n))
        {
            Poly.Reverse();
        }

        List <Vector2> scaledPoly = new List <Vector2>();

        Vector2 P0, P1, P2, P3;

        Vector2 I0, I1;

        n = Poly.Count;
        for (int i = 0; i < n; i++)
        {
            P0 = Poly[PreIndex(i, n)];
            P1 = Poly[i];

            P2 = Poly[i];
            P3 = Poly[NextIndex(i, n)];

            TranslateSegment(ref P0, ref P1, Spacing);
            TranslateSegment(ref P2, ref P3, Spacing);
            if (Intersect2D_2Segments(P0, P1, P2, P3, out I0, out I1) > 0)
            {
                scaledPoly.Add(I0);
            }
            else
            {
                scaledPoly.Add(P1);
                scaledPoly.Add(P2);
            }
        }

        return(scaledPoly);
    }
Beispiel #9
0
    public void OnUpdateMesh()
    {
        List <Vector3> verts = new List <Vector3>();
        List <Vector2> uvs   = new List <Vector2>();
        List <int>     tris  = new List <int>();

//
//		float halfThickness = _thickness * 0.5F;

        CalculateMeshData(_shape2D.exterior.vertices, _thickness, ref verts, ref uvs, ref tris);

        foreach (Polygon inPolygon in _shape2D.interiors)
        {
            if (ForceEarCut.AreVerticesClockwise(inPolygon.vertices, 0, inPolygon.vertices.Count))
            {
                inPolygon.vertices.Reverse();
            }

            CalculateMeshData(inPolygon.vertices, _thickness, ref verts, ref uvs, ref tris);
        }

        Mesh _mesh = GetComponent <MeshFilter>().sharedMesh;

        if (_mesh == null)
        {
            _mesh      = new Mesh();
            _mesh.name = "Side_Mesh";
            GetComponent <MeshFilter>().mesh = _mesh;
        }
        _mesh.Clear();
        _mesh.vertices  = verts.ToArray();
        _mesh.uv        = uvs.ToArray();
        _mesh.triangles = tris.ToArray();
        _mesh.RecalculateNormals();
        ;
    }
    protected override void HandleOnUpdate()
    {
        Clear();

        List <Vector3> points = TriangleMesh.Vertices.Select(p => new Vector3((float)p.X, (float)p.Y, 0)).ToList();

        foreach (var segment in TriangleMesh.Segments)
        {
            Vector3 p0 = points[segment.P0];
            Vector3 p1 = points[segment.P1];

            Vector3 a = p0 + offsetPos;
            Vector3 b = p1 + offsetPos;
            Vector3 c = p1 - offsetPos;
            Vector3 d = p0 - offsetPos;

            Vector3 normal   = p1 - p0;
            Vector3 tangent  = Vector3.back;
            Vector3 binormal = Vector3.zero;

            Vector3.OrthoNormalize(ref normal, ref tangent, ref binormal);

            Matrix4x4 toNewSpace = new Matrix4x4();
            toNewSpace.SetRow(0, normal);
            toNewSpace.SetRow(1, tangent);
            toNewSpace.SetRow(2, binormal);
            toNewSpace[3, 3] = 1.0F;

            Vector3 ma = toNewSpace.MultiplyPoint3x4(a);
            Vector3 mb = toNewSpace.MultiplyPoint3x4(b);
            Vector3 mc = toNewSpace.MultiplyPoint3x4(c);
            Vector3 md = toNewSpace.MultiplyPoint3x4(d);

            //Debug.Log(string.Format("{0}:{1},{2}:{3},{4}:{5},{6}:{7}", a, ma, b, mb, c, mc, d, md));

            /*
             *  basisA = stretchAxis;
             *  Vector3.OrthoNormalize(ref basisA, ref basisB, ref basisC);
             *  Matrix4x4 toNewSpace = new Matrix4x4();
             *  toNewSpace.SetRow(0, basisA);
             *  toNewSpace.SetRow(1, basisB);
             *  toNewSpace.SetRow(2, basisC);
             *  toNewSpace[3, 3] = 1.0F;
             *
             *  Matrix4x4 scale = new Matrix4x4();
             *  scale[0, 0] = stretchFactor;
             *  scale[1, 1] = 1.0F / stretchFactor;
             *  scale[2, 2] = 1.0F / stretchFactor;
             *  scale[3, 3] = 1.0F;
             *  Matrix4x4 fromNewSpace = toNewSpace.transpose;
             *  Matrix4x4 trans = toNewSpace * scale * fromNewSpace;
             *  int i = 0;
             *  while (i < origVerts.Length) {
             *      newVerts[i] = trans.MultiplyPoint3x4(origVerts[i]);
             *      i++;
             *  }
             *  mf.mesh.vertices = newVerts;
             *
             */

            List <Vector2> quad2 = new List <Vector2>()
            {
                (Vector2)ma, (Vector2)mb, (Vector2)mc, (Vector2)md
            };
            List <Vector3> quad3 = new List <Vector3>()
            {
                a, b, c, d
            };

            if (ForceEarCut.AreVerticesClockwise(quad2, 0, 4))
            {
                quad3.Reverse();
            }



            normals.Add(binormal);
            normals.Add(binormal);
            normals.Add(binormal);
            normals.Add(binormal);

            /*vertices.Add(p0 + offsetPos);
            *  vertices.Add(p1 + offsetPos);
            *  vertices.Add(p1 - offsetPos);
            *  vertices.Add(p0 - offsetPos);*/

            vertices.AddRange(quad3);

            float dis = Vector3.Distance(p0, p1);
            float f   = dis / shapeDepth;

            uv.Add(new Vector2(0, 0));
            uv.Add(new Vector2(0, f));
            uv.Add(new Vector2(1, f));
            uv.Add(new Vector2(1, 0));
        }

        for (int a = 0, n = points.Count * 4; a < n; a += 4)
        {
            var b = (a + 1) % n;
            var c = (a + 2) % n;
            var d = (a + 3) % n;
            triangles.Add(a); // (offsetIndex + a);
            triangles.Add(b); // (offsetIndex + b);
            triangles.Add(c); // (offsetIndex + c);
            triangles.Add(a); // (offsetIndex + a);
            triangles.Add(c); // (offsetIndex + c);
            triangles.Add(d); // (offsetIndex + d);
        }
        //CalculateSideData(TriangleMesh.Vertices.Select(p => new Vector2((float)p.X, (float)p.Y)).ToList());
    }
Beispiel #11
0
    public static bool Operate(List <Vector2> subjPoly, List <Vector2> operPoly, out List <Vector2> result, OPERATION operation = OPERATION.OR)
    {
        result = new List <Vector2>();

        int sn = subjPoly.Count;
        int on = operPoly.Count;

        if (!ForceEarCut.AreVerticesClockwise(subjPoly, 0, sn))
        {
            subjPoly.Reverse();
        }


        //当union == UNION.NOT时,operPoly 应该是逆时针方向。
        if (operation == OPERATION.NOT)
        {
            if (ForceEarCut.AreVerticesClockwise(operPoly, 0, on))
            {
                operPoly.Reverse();
            }
        }
        else
        {
            if (!ForceEarCut.AreVerticesClockwise(operPoly, 0, on))
            {
                operPoly.Reverse();
            }
        }

        List <VertexNode> entering = new List <VertexNode>();

        List <VertexNode> subjList = new List <VertexNode>();
        List <VertexNode> operList = new List <VertexNode>();

        VertexNode.FillNodeList(subjList, subjPoly);
        VertexNode.FillNodeList(operList, operPoly);

        int oi, oj, si, sj;

        InterFactor factor;        // = InterFactor.none;

        for (si = 0, sj = sn - 1; si < sn; sj = si++)
        {
            for (oi = 0, oj = on - 1; oi < on; oj = oi++)
            {
                int nInter = CGAlgorithm.IntersectFactor(subjPoly[sj], subjPoly[si], operPoly[oj], operPoly[oi], out factor);
                if (nInter == 1)
                {
                    VertexNode subjNode = new VertexNode(subjList, sj, subjPoly, factor.t, factor.inbound);
                    VertexNode operNode = new VertexNode(operList, oj, operPoly, factor.u, factor.inbound);
                    subjNode.Other = operNode;
                    subjList.Add(subjNode);
                    operList.Add(operNode);
                    if (operation == OPERATION.NOT)
                    {
                        if (!factor.inbound)
                        {
                            entering.Add(operNode);
                        }
                    }
                    else if (operation == OPERATION.OR)
                    {
                        if (factor.inbound)
                        {
                            entering.Add(operNode);
                        }
                    }
                    else if (operation == OPERATION.AND)
                    {
                        if (factor.inbound)
                        {
                            entering.Add(subjNode);
                        }
                    }
                }
            }
        }

        if (entering.Count == 0)
        {
            return(false);
        }

        subjList.Sort();
        operList.Sort();

        while (entering.Count > 0)
        {
            VertexNode nextNode = entering[0];
            entering.RemoveAt(0);

            VertexNode startNode = nextNode;

            result.Add(nextNode.Vlaue);
            nextNode = nextNode.Next;
            while (nextNode != startNode && nextNode.Other != startNode)
            {
                result.Add(nextNode.Vlaue);
                if (nextNode.Kind == VerType.Intersection)
                {
                    if (nextNode.inbound)
                    {
                        if (entering.Contains(nextNode))
                        {
                            entering.Remove(nextNode);
                        }
                        else if (entering.Contains(nextNode.Other))
                        {
                            entering.Remove(nextNode.Other);
                        }
                    }
                    nextNode = nextNode.Other.Next;
                }
                else
                {
                    nextNode = nextNode.Next;
                }
            }
        }


        return(true);
    }
Beispiel #12
0
    public void CalculateBevelOutline(List <Vector2> vertices, float strokeWidth, ref List <Vector3> verts, ref List <Vector2> uvs, ref List <int> tris)
    {
        int n = vertices.Count;

        int initIndex = verts.Count;

        int i       = 0;
        int vertNum = initIndex;

        float   pFactor = 0, nFactor = 0;
        Vector2 pVer = vertices[n - 1];
        Vector2 cVer = vertices[0];
        Vector2 nVer = vertices[1];
        float   pDis = Vector2.Distance(pVer, cVer);
        float   nDis;      // = Vector2.Distance(cVer, nVer);

//		int sign = ForceEarCut.ComputeSpannedAreaSign(pVer, cVer, nVer);
        Vector2 firstSkewPoint = pVer;

        Debug.LogError(gameObject.name + " is going on to enter while ... ! ");

        while (i < n + 1)
        {
            nDis = Vector2.Distance(cVer, nVer);
            if (nDis < strokeWidth)
            {
                pDis = Vector2.Distance(pVer, nVer);
                i++;
//				cVer = nVer;
                nVer = vertices[i % n];

                continue;
            }

            pFactor = pDis / strokeWidth;
            nFactor = nDis / strokeWidth;

            Vector2 perPC = CGAlgorithm.Perp(pVer, cVer, strokeWidth);
            Vector2 perCN = CGAlgorithm.Perp(cVer, nVer, strokeWidth);

            int sign = ForceEarCut.ComputeSpannedAreaSign(pVer, cVer, nVer);
            if (sign < 0)
            {
                //	sign < 0 :
                //		  p
                //		   \
                //			\
                //		=== c --> n ===

                Vector2 skewPoint = cVer + perPC;
                //CGAlgorithm.Intersect2D_2SkewSegments(pVer + perPC, cVer + perPC , cVer + perCN, nVer + perCN, ref skewPoint) ;
                if (CGAlgorithm.Intersect2D_2SkewSegments(pVer + perPC, cVer + perPC, cVer + perCN, nVer + perCN, ref skewPoint))
                {
                    if (vertNum > initIndex)
                    {
                        verts[vertNum - 1] = skewPoint;
                    }


                    verts.Add(pVer);
                    verts.Add(skewPoint);
                    verts.Add(cVer);
                    verts.Add(nVer + perCN);

                    uvs.Add(new Vector2(0, 0));
                    uvs.Add(new Vector2(1, pFactor));
                    uvs.Add(new Vector2(0, pFactor));
                    uvs.Add(new Vector2(1, pFactor + nFactor));

                    if (_facing == Facing.FACE_FORWARD)
                    {
                        tris.Add(vertNum);
                        tris.Add(vertNum + 2);
                        tris.Add(vertNum + 1);
                        tris.Add(vertNum + 2);
                        tris.Add(vertNum + 3);
                        tris.Add(vertNum + 1);
                    }
                    else if (_facing == Facing.FACE_BACK)
                    {
                        tris.Add(vertNum);
                        tris.Add(vertNum + 1);
                        tris.Add(vertNum + 2);
                        tris.Add(vertNum + 2);
                        tris.Add(vertNum + 1);
                        tris.Add(vertNum + 3);
                    }

                    vertNum += 4;
                }
            }
            else
            {
                // or sign > 0 :
                //					 p
                //		            /
                //				   /
                //		=== n <-- c ===
                //


                //				}else{
                //---------------------------------------------------------------------------

                verts.Add(pVer);
                verts.Add(cVer + perPC);
                verts.Add(cVer);
                verts.Add(cVer + perCN);
                verts.Add(nVer + perCN);

                uvs.Add(new Vector2(0, 0));
                uvs.Add(new Vector2(1, pFactor));
                uvs.Add(new Vector2(0, pFactor));
                uvs.Add(new Vector2(1, pFactor));
                uvs.Add(new Vector2(1, pFactor + nFactor));

                if (_facing == Facing.FACE_FORWARD)
                {
                    tris.Add(vertNum);
                    tris.Add(vertNum + 2);
                    tris.Add(vertNum + 1);
                    tris.Add(vertNum + 2);
                    tris.Add(vertNum + 3);
                    tris.Add(vertNum + 1);
                    tris.Add(vertNum + 2);
                    tris.Add(vertNum + 4);
                    tris.Add(vertNum + 3);
                }
                else if (_facing == Facing.FACE_BACK)
                {
                    tris.Add(vertNum);
                    tris.Add(vertNum + 1);
                    tris.Add(vertNum + 2);
                    tris.Add(vertNum + 2);
                    tris.Add(vertNum + 1);
                    tris.Add(vertNum + 3);
                    tris.Add(vertNum + 2);
                    tris.Add(vertNum + 3);
                    tris.Add(vertNum + 4);
                }
                vertNum += 5;
            }
            i++;
            pVer = cVer;
            cVer = nVer;
            nVer = vertices[i % n];
            pDis = nDis;
        }
    }