Beispiel #1
0
    private void SetUpManifolds(List <Vector3> vertices, List <List <int> > meshts, List <List <Vector3> > meshvs, List <List <Vector3> > meshns, List <Vector3> normals, Dictionary <int, List <MPolygon> > polygons, List <Vector3> cutPoints, int numComponents)
    {
        manifolds = new List <Manifold> ();
        int largerManifold = 1;

        if (meshvs[0].Count > meshvs[1].Count)
        {
            largerManifold = 0;
        }
        manifold.gameObject.GetComponent <MeshRenderer> ().enabled = false;
        for (int i = 0; i < numComponents; i++)
        {
            var   mesh1v      = meshvs[i];
            var   mesh1t      = meshts[i];
            var   mesh1n      = meshns[i];
            Color randomColor = Color.grey;
            if (i != largerManifold)
            {
                randomColor = UnityEngine.Random.ColorHSV();
            }
            Manifold meshObj  = CreateMesh(mesh1v, mesh1t, vertices, normals, polygons[i], mesh1n, randomColor);
            var      boundary = new List <int> ();
            foreach (var cp in cutPoints)
            {
                var index = mesh1v.IndexOf(cp);
                if (index != -1)
                {
                    boundary.Add(index);
                }
                else
                {
                    Debug.LogError("Does not contain cutpoint at " + cp);
                }
            }
            newBoundaries[meshObj] = boundary;
            meshObj.AddBoundary(boundary);
            manifolds.Add(meshObj);
        }
    }
Beispiel #2
0
    internal void Add(Manifold m2, ref List <List <int> > boundaryCurves)
    {
        var mesh = this.manifold.gameObject.GetComponent <MeshFilter> ().mesh;
        var v1   = mesh.vertices;
        var t1   = mesh.triangles;
        var n1   = mesh.normals;

        var mesh2 = m2.gameObject.GetComponent <MeshFilter> ().mesh;
        var v2    = mesh2.vertices;
        var t2    = mesh2.triangles;
        var n2    = mesh2.normals;

        var newVerts = new Vector3[v1.Length + v2.Length];
        var newTris  = new int[t1.Length + t2.Length];
        var newNorms = new Vector3[n1.Length + n2.Length];

        var localToWorld1 = manifold.gameObject.transform.localToWorldMatrix;
        var localToWorld2 = m2.gameObject.transform.localToWorldMatrix;

        for (int i = 0; i < v1.Length; i++)
        {
            // newVerts[i] = localToWorld1.MultiplyPoint3x4 (v1[i]);
            newVerts[i] = v1[i];
        }
        for (int i = 0; i < v2.Length; i++)
        {
            // newVerts[i + v1.Length] = localToWorld2.MultiplyPoint3x4 (v2[i]);
            Vector3 vector3 = m2.gameObject.transform.TransformPoint(v2[i]);
            newVerts[i + v1.Length] = manifold.gameObject.transform.InverseTransformPoint(vector3);
            // newVerts[i + v1.Length] = v2[i];
        }

        for (int i = 0; i < t1.Length; i++)
        {
            newTris[i] = t1[i];
        }
        for (int i = 0; i < t2.Length; i++)
        {
            newTris[i + t1.Length] = t2[i] + v1.Length;
        }

        for (int i = 0; i < n1.Length; i++)
        {
            newNorms[i] = n1[i];
        }
        for (int i = 0; i < n2.Length; i++)
        {
            newNorms[i + n1.Length] = n2[i];
        }
        foreach (var bound in boundaryCurves)
        {
            for (int i = 0; i < bound.Count; i++)
            {
                bound[i] = bound[i] + v1.Length;
            }
            manifold.AddBoundary(bound);
        }

        mesh.vertices  = newVerts;
        mesh.triangles = newTris;
        mesh.normals   = newNorms;
        mesh.RecalculateBounds();
        StartCoroutine(buildGraph());
    }