Beispiel #1
0
        /// <summary>
        /// Cube function, Untested but compiles
        /// </summary>
        /// <param name="center">world space center of the cube</param>
        /// <param name="radius">size of the cube created at center</param>
        /// <returns></returns>
        public static CSG cube(Vector3?center, Vector3?radius)
        {
            Vector3 c = center.GetValueOrDefault(Vector3.zero);
            Vector3 r = radius.GetValueOrDefault(Vector3.one);

            //TODO: Test if this works
            Polygon[] polygons = new Polygon[6];
            int[][][] data     = new int[][][] {
                new int[][] { new int[] { 0, 4, 6, 2 }, new int[] { -1, 0, 0 } },
                new int[][] { new int[] { 1, 3, 7, 5 }, new int[] { 1, 0, 0 } },
                new int[][] { new int[] { 0, 1, 5, 4 }, new int[] { 0, -1, 0 } },
                new int[][] { new int[] { 2, 6, 7, 3 }, new int[] { 0, 1, 0 } },
                new int[][] { new int[] { 0, 2, 3, 1 }, new int[] { 0, 0, -1 } },
                new int[][] { new int[] { 4, 5, 7, 6 }, new int[] { 0, 0, 1 } }
            };
            for (int x = 0; x < 6; x++)
            {
                int[][] v      = data[x];
                Vector3 normal = new Vector3((float)v[1][0], (float)v[1][1], (float)v[1][2]);

                IVertex[] verts = new IVertex[4];
                for (int i = 0; i < 4; i++)
                {
                    verts[i] = new Vertex(
                        new Vector3(
                            c.x + (r.x * (2 * (((v[0][i] & 1) > 0) ? 1 : 0) - 1)),
                            c.y + (r.y * (2 * (((v[0][i] & 2) > 0) ? 1 : 0) - 1)),
                            c.z + (r.z * (2 * (((v[0][i] & 4) > 0) ? 1 : 0) - 1))),
                        normal
                        );
                }
                polygons[x] = new Polygon(verts);
            }
            return(CSG.fromPolygons(polygons));
        }
Beispiel #2
0
        public static CSG sphere(Vector3 center, float radius = 1, float slices = 16f, float stacks = 8f)
        {
            float          r        = radius;
            List <Polygon> polygons = new List <Polygon>();
            List <IVertex> vertices;

            for (int i = 0; i < slices; i++)
            {
                for (int j = 0; j < stacks; j++)
                {
                    vertices = new List <IVertex>();
                    makeSphereVertex(ref vertices, center, r, i / slices, j / stacks);
                    if (j > 0)
                    {
                        makeSphereVertex(ref vertices, center, r, (i + 1) / slices, j / stacks);
                    }
                    if (j < stacks - 1)
                    {
                        makeSphereVertex(ref vertices, center, r, (i + 1) / slices, (j + 1) / stacks);
                    }
                    makeSphereVertex(ref vertices, center, r, i / slices, (j + 1) / stacks);
                    polygons.Add(new Polygon(vertices));
                }
            }
            return(CSG.fromPolygons(polygons));
        }
Beispiel #3
0
        /// <summary>
        /// Return a new CSG solid representing space both this solid and in the
        /// solid `csg`. Neither this solid nor the solid `csg` are modified.
        /// </summary>
        /// <remarks>
        /// A.intersect(B)
        ///
        ///    +-------+
        ///    |       |
        ///    |   A   |
        ///    |    +--+----+   =   +--+
        ///    +----+--+    |       +--+
        ///         |   B   |
        ///         |       |
        ///         +-------+
        /// </remarks>
        /// <param name="csg"></param>
        /// <returns>CSG of the intersection</returns>
        public CSG intersect(CSG csg)
        {
            Node a = new Node(this.polygons);
            Node b = new Node(csg.polygons);

            a.invert();
            b.invert();
            a.clipTo(b);
            b.clipTo(a);
            a.build(b.allPolygons());
            return(CSG.fromPolygons(a.allPolygons()).inverse());
        }
Beispiel #4
0
        public static CSG fromMesh(Mesh m, Transform tf)
        {
            List <Polygon> triangles = new List <Polygon>();

            int[] tris = m.triangles;
            for (int t = 0; t < tris.Length; t += 3)
            {
                Vertex[] vs = new Vertex[3];
                vs[0] = TranslateVertex(m, tf, tris[t]);
                vs[1] = TranslateVertex(m, tf, tris[t + 1]);
                vs[2] = TranslateVertex(m, tf, tris[t + 2]);
                //Debug.Log("Tri index: " + (t+i).ToString() + ", Vertex: " + vs[i].pos);
                triangles.Add(new Polygon(vs));
            }
            return(CSG.fromPolygons(triangles));
        }
Beispiel #5
0
        /// <summary>
        /// Return a new CSG solid representing space in this solid but not in the
        /// solid `csg`. Neither this solid nor the solid `csg` are modified.
        /// </summary>
        /// <remarks>
        /// A.subtract(B)
        ///    +-------+            +-------+
        ///    |       |            |       |
        ///    |   A   |            |       |
        ///    |    +--+----+   =   |    +--+
        ///    +----+--+    |       +----+
        ///         |   B   |
        ///         |       |
        ///         +-------+
        /// </remarks>
        /// <param name="csg"></param>
        /// <returns></returns>
        public CSG subtract(CSG csg)
        {
            Node a = new Node(this.polygons);
            Node b = new Node(csg.polygons);

            //Debug.Log(this.clone().polygons.Count + " -- " + csg.clone().polygons.Count);
            //Debug.Log("CSG.subtract: Node a = " + a.polygons.Count + " polys, Node b = " + b.polygons.Count + " polys.");
            a.invert();
            a.clipTo(b);
            b.clipTo(a);
            b.invert();
            b.clipTo(a);
            b.invert();
            a.build(b.allPolygons());
            a.invert();
            return(CSG.fromPolygons(a.allPolygons()));
        }
Beispiel #6
0
        /// <summary>
        /// Return a new CSG solid representing space both this solid and in the
        /// solid `csg`. Neither this solid nor the solid `csg` are modified.
        /// </summary>
        /// <remarks>
        /// A.intersect(B)
        ///
        ///    +-------+
        ///    |       |
        ///    |   A   |
        ///    |    +--+----+   =   +--+
        ///    +----+--+    |       +--+
        ///         |   B   |
        ///         |       |
        ///         +-------+
        /// </remarks>
        /// <param name="csg"></param>
        /// <returns>CSG of the intersection</returns>
        public CSG intersect(CSG csg)
        {
            Node a = new Node(this.polygons);
            Node b = new Node(csg.polygons);

            a.invert();
            //Debug.Log("Intersect 1 polygons: " + a.polygons.Count);
            b.invert();
            //Debug.Log("Intersect 2 polygons: " + b.polygons.Count);
            a.clipTo(b);
            //Debug.Log("Intersect 3 polygons: " + a.polygons.Count);
            b.clipTo(a);
            //Debug.Log("Intersect 5 polygons: " + b.polygons.Count);
            a.build(b.allPolygons());
            //Debug.Log("Intersect 6 polygons: " + a.polygons.Count);
            //Debug.Log("Intersect 7 all polygons: " + a.allPolygons().Count);
            //Debug.Log("Intersect 8 polygons finalll cgs: " + CSG.fromPolygons(a.allPolygons()).inverse().polygons.Count);
            return(CSG.fromPolygons(a.allPolygons()).inverse());
        }
Beispiel #7
0
        public CSG subtract(GameObject targetGo, GameObject brushGo)
        {
            Model.submeshIndices = new List <List <int> >();

            Model csg_model_a = new Model(targetGo.gameObject, false, false);
            Model csg_model_b = new Model(brushGo.gameObject, true, false);

            Node a = new Node(csg_model_a.ToPolygons());
            Node b = new Node(csg_model_b.ToPolygons());

            //Debug.Log(this.clone().polygons.Count + " -- " + csg.clone().polygons.Count);
            //Debug.Log("CSG.subtract: Node a = " + a.polygons.Count + " polys, Node b = " + b.polygons.Count + " polys.");
            a.invert();
            a.clipTo(b);
            b.clipTo(a);
            b.invert();
            b.clipTo(a);
            b.invert();
            a.build(b.allPolygons());
            a.invert();
            return(CSG.fromPolygons(a.allPolygons()));
        }