Beispiel #1
0
    public static Polygon GetPolygon(ref TriangleNet.Data.Triangle triangle)
    {
        List<Coordinate> coords = new List<Coordinate>();
        Vertex v1 = triangle.GetVertex(0);
        coords.Add(new Coordinate(v1.X, v1.Y));
        v1 = triangle.GetVertex(1);
        coords.Add(new Coordinate(v1.X, v1.Y));
        v1 = triangle.GetVertex(2);
        coords.Add(new Coordinate(v1.X, v1.Y));

        return new Polygon(coords);
    }
Beispiel #2
0
    public static List<Point> GetTriangleAsPoints(ref TriangleNet.Data.Triangle triangle)
    {
        Vertex v1 = triangle.GetVertex(0);
        Vertex v2 = triangle.GetVertex(1);
        Vertex v3 = triangle.GetVertex(2);

        List<Point> points = new List<Point>();

        points.Add(new Point(v1.X, v1.Y, v1.Attributes[0]));
        points.Add(new Point(v2.X, v2.Y, v2.Attributes[0]));
        points.Add(new Point(v3.X, v3.Y, v3.Attributes[0]));

        return points;
    }
Beispiel #3
0
    public static bool Contains(ref TriangleNet.Data.Triangle triangle, double x, double y)
    {
        Vertex v1 = triangle.GetVertex(0);
        Vertex v2 = triangle.GetVertex(1);
        Vertex v3 = triangle.GetVertex(2);
        Vertex pt = new Vertex(x, y);
        bool b1, b2, b3;

        b1 = Sign(ref pt, ref v1, ref v2) < 0.0f;
        b2 = Sign(ref pt, ref v2, ref v3) < 0.0f;
        b3 = Sign(ref pt, ref v3, ref v1) < 0.0f;

        return ((b1 == b2) && (b2 == b3));
    }
Beispiel #4
0
    void OnDrawGizmos()
    {
        if (holes.Length <= 0)
        {
            return;
        }

        Gizmos.color = Color.black;
        logoOutline.GizmoDraw();

        Gizmos.color = Color.white;
        foreach (UPolygon hole in holes)
        {
            hole.GizmoDraw();
        }

        if (meshRepresentation == null)
        {
            return;
        }

        Gizmos.color = Color.cyan;

        foreach (KeyValuePair <int, TriangleNet.Data.Triangle> pair in meshRepresentation.triangles)
        {
            TriangleNet.Data.Triangle triangle = pair.Value;

            TriangleNet.Data.Vertex vertex0 = triangle.GetVertex(0);
            TriangleNet.Data.Vertex vertex1 = triangle.GetVertex(1);
            TriangleNet.Data.Vertex vertex2 = triangle.GetVertex(2);

            Vector2 p0 = new Vector2((float)vertex0.x, (float)vertex0.y);
            Vector2 p1 = new Vector2((float)vertex1.x, (float)vertex1.y);
            Vector2 p2 = new Vector2((float)vertex2.x, (float)vertex2.y);

            Gizmos.DrawLine(p0, p1);
            Gizmos.DrawLine(p1, p2);
            Gizmos.DrawLine(p2, p0);
        }
    }
Beispiel #5
0
    // Use this for initialization
    void Start()
    {
        geometry = new InputGeometry();

        List <Point> shape = new List <Point> ();

        shape.Add(new Point(0f, 0f));
        shape.Add(new Point(2f, 2f));
        shape.Add(new Point(1f, 4f));
        shape.Add(new Point(3f, 5f));
        shape.Add(new Point(-3f, 5f));
        shape.Add(new Point(-1f, 4f));
        shape.Add(new Point(-2f, 2f));
        geometry.AddRing(shape);

        //it is necessary to put a border around all the points in order to get triangulation to work correctly when holes are used
//        List<Point> border = new List<Point>();
//        border.Add(new Point(distance, verticalDistance));
//        border.Add(new Point(distance, -verticalDistance));
//        border.Add(new Point(-distance, -verticalDistance));
//        border.Add(new Point(-distance, verticalDistance));
//        geometry.AddRing(border);

//        List<Point> outlinePoints = new List<Point>(logoOutline.points.Length);
//        foreach (Vector2 coordinates in logoOutline.points)
//        {
//            outlinePoints.Add(new Point(coordinates));
//        }
//
//        geometry.AddRingAsHole(outlinePoints, 0);
//
//
//        foreach(UPolygon hole in holes)
//        {
//            List<Point> holePoints = new List<Point>(hole.points.Length);
//
//            foreach (Vector2 coordinates in hole.points)
//                holePoints.Add(new Point(coordinates));
//
//            geometry.AddRing(holePoints, 0);
//        }


//        List<Point> points = new List<Point>();
//        for (float offsetX = -distance; offsetX < distance; offsetX += boxDistance)
//        {
//            for (float offsetY = -verticalDistance; offsetY < verticalDistance; offsetY += boxDistance)
//            {
//                Vector2 offset = new Vector2(offsetX, offsetY) + Vector2.one * boxDistance * 0.5f;
//
//                float radians = Random.RandomRange(0, 2 * Mathf.PI);
//                float length = Random.RandomRange(0, circleDistance);
//
//                Vector2 pos = new Vector2(Mathf.Cos(radians), Mathf.Sin(radians)) * length;
//                pos += offset;
//
//                bool insideOutline = logoOutline.PointInPolygon(pos);
//
//                bool stillAlloved = false;
//                for (int i = 0; i < holes.Length; i++ )
//                {
//                    if (holes[i].PointInPolygon(pos))
//                        stillAlloved = true;
//                }
//
//                if (!insideOutline || stillAlloved)
//                    geometry.AddPoint((float)pos.x, (float)pos.y, 0);
//            }
//        }

        meshRepresentation = new TriangleNet.Mesh();
        meshRepresentation.Triangulate(geometry);

        //generate mesh based on triangulation

        Dictionary <int, float> zOffsets = new Dictionary <int, float>();

//        foreach(KeyValuePair<int, TriangleNet.Data.Vertex> pair in meshRepresentation.vertices)
//        {
//            zOffsets.Add(pair.Key, Random.RandomRange(-zOffset, zOffset));
//        }

        int            triangleIndex   = 0;
        List <Vector3> vertices        = new List <Vector3>(meshRepresentation.triangles.Count * 3);
        List <int>     triangleIndices = new List <int>(meshRepresentation.triangles.Count * 3);

        foreach (KeyValuePair <int, TriangleNet.Data.Triangle> pair in meshRepresentation.triangles)
        {
            TriangleNet.Data.Triangle triangle = pair.Value;

            TriangleNet.Data.Vertex vertex0 = triangle.GetVertex(0);
            TriangleNet.Data.Vertex vertex1 = triangle.GetVertex(1);
            TriangleNet.Data.Vertex vertex2 = triangle.GetVertex(2);

            Vector3 p0 = new Vector3(vertex0.x, vertex0.y, 0);
            Vector3 p1 = new Vector3(vertex1.x, vertex1.y, 0);
            Vector3 p2 = new Vector3(vertex2.x, vertex2.y, 0);

            vertices.Add(p0);
            vertices.Add(p1);
            vertices.Add(p2);

            triangleIndices.Add(triangleIndex + 2);
            triangleIndices.Add(triangleIndex + 1);
            triangleIndices.Add(triangleIndex);

            triangleIndex += 3;
        }

        mesh           = new Mesh();
        mesh.vertices  = vertices.ToArray();
        mesh.triangles = triangleIndices.ToArray();
        mesh.RecalculateNormals();
        GetComponent <MeshFilter>().mesh = mesh;
    }
    public static void CreateMesh(GameObject meshContainer, string path, string path2, string adfname)
    {
        var subgraphs = _LoadMarkerToSubgraph(path, path2);

        meshContainer.name = adfname + "Mesh";

        InputGeometry geometry = new InputGeometry();

        TriangleNet.Mesh meshRepresentation;
        MeshFilter       mf = meshContainer.GetComponent <MeshFilter> () as MeshFilter;
        Mesh             mesh;
        float            zOffset = 0.1f;

        float[] maxArea = new float[2] {
            0, 0
        };

        List <List <Point> > clusters = new List <List <Point> > ();

        foreach (Graph <Node> s in subgraphs)
        {
            List <Point> points = new List <Point> ();
            foreach (Node n in s.Nodes)
            {
                Point tmp = new Point(n.position.x, n.position.z);
                zOffset = n.position.y;
                points.Add(tmp);
            }
            if (points.Count > 2)
            {
                clusters.Add(points);

                // Calculate areas of the clusters. The largest is the external ring, while the others must be holes.
                float num = CalculateArea(points);
                if (num > maxArea [0])
                {
                    maxArea [0] = num;
                    maxArea [1] = clusters.Count - 1;
                }
            }
            Debug.Log(clusters [clusters.Count - 1].Count);
        }

        geometry.AddRing(clusters[(int)maxArea[1]]);
        clusters.RemoveAt((int)maxArea [1]);

        foreach (List <Point> c in clusters)
        {
            geometry.AddRingAsHole(c);
        }
        meshRepresentation = new TriangleNet.Mesh();
        meshRepresentation.Triangulate(geometry);

        //		Dictionary<int, float> zOffsets = new Dictionary<int, float>();
        //
        //		foreach(KeyValuePair<int, TriangleNet.Data.Vertex> pair in meshRepresentation.vertices)
        //		{
        //			zOffsets.Add(pair.Key, Random.RandomRange(-zOffset, zOffset));
        //		}

        int            triangleIndex   = 0;
        List <Vector3> vertices        = new List <Vector3>(meshRepresentation.triangles.Count * 3);
        List <int>     triangleIndices = new List <int>(meshRepresentation.triangles.Count * 3);

        foreach (KeyValuePair <int, TriangleNet.Data.Triangle> pair in meshRepresentation.triangles)
        {
            TriangleNet.Data.Triangle triangle = pair.Value;

            TriangleNet.Data.Vertex vertex0 = triangle.GetVertex(0);
            TriangleNet.Data.Vertex vertex1 = triangle.GetVertex(1);
            TriangleNet.Data.Vertex vertex2 = triangle.GetVertex(2);

            Vector3 p0 = new Vector3(vertex0.x, zOffset, vertex0.y);
            Vector3 p1 = new Vector3(vertex1.x, zOffset, vertex1.y);
            Vector3 p2 = new Vector3(vertex2.x, zOffset, vertex2.y);

            //			Vector3 p0 = new Vector3( vertex0.x, vertex0.y, zOffsets[vertex0.id]);
            //			Vector3 p1 = new Vector3( vertex1.x, vertex1.y, zOffsets[vertex1.id]);
            //			Vector3 p2 = new Vector3( vertex2.x, vertex2.y, zOffsets[vertex2.id]);

            vertices.Add(p0);
            vertices.Add(p1);
            vertices.Add(p2);

            triangleIndices.Add(triangleIndex + 2);
            triangleIndices.Add(triangleIndex + 1);
            triangleIndices.Add(triangleIndex);

            triangleIndex += 3;
        }
        mesh           = new Mesh();
        mesh.vertices  = vertices.ToArray();
        mesh.triangles = triangleIndices.ToArray();
        mesh.RecalculateNormals();
        //GetComponent<MeshFilter>().mesh = mesh;
        mf.mesh = mesh;

        Exporter e = meshContainer.GetComponent <Exporter> () as Exporter;

        e.DoExport(true);
//
//		File.WriteAllBytes(Application.persistentDataPath + "/" + adfname + "Mesh", MeshSerializer.WriteMesh (mesh, true));

        meshContainer.SetActive(true);
        meshContainer.GetComponent <NavMeshSurface> ().BuildNavMesh();

        Debug.Log("NavMesh created");

        //MeshSaverEditor.SaveMesh (mesh, "meshtest", true, true);

        //ObjExporterScript.MeshToString(GetComponent<MeshFilter>(),
    }
Beispiel #7
0
    public Mesh TriangulateMesh(Vector3[] Vertices)
    {
        if (Vertices.Length < 3)
        {
            return(null);
        }

        geometry = new InputGeometry();

        foreach (Vector3 Vert in Vertices)
        {
            geometry.AddPoint(Vert.x, Vert.y);
        }

        List <Point> points = new List <Point>();

        for (float offsetX = -distance; offsetX < distance; offsetX += boxDistance)
        {
            for (float offsetY = -verticalDistance; offsetY < verticalDistance; offsetY += boxDistance)
            {
                Vector2 offset = new Vector2(offsetX, offsetY) + Vector2.one * boxDistance * 0.5f;

                float radians = Random.Range(0, 2 * Mathf.PI);
                float length  = Random.Range(0, circleDistance);

                Vector2 pos = new Vector2(Mathf.Cos(radians), Mathf.Sin(radians)) * length;
                pos += offset;
            }
        }

        meshRepresentation = new TriangleNet.Mesh();
        meshRepresentation.Triangulate(geometry);

        //generate mesh based on triangulation

        Dictionary <int, float> zOffsets = new Dictionary <int, float>();

        foreach (KeyValuePair <int, TriangleNet.Data.Vertex> pair in meshRepresentation.vertices)
        {
            zOffsets.Add(pair.Key, Random.Range(-zOffset, zOffset));
        }

        int            triangleIndex   = 0;
        List <Vector3> vertices        = new List <Vector3>(meshRepresentation.triangles.Count * 3);
        List <int>     triangleIndices = new List <int>(meshRepresentation.triangles.Count * 3);

        foreach (KeyValuePair <int, TriangleNet.Data.Triangle> pair in meshRepresentation.triangles)
        {
            TriangleNet.Data.Triangle triangle = pair.Value;

            TriangleNet.Data.Vertex vertex0 = triangle.GetVertex(0);
            TriangleNet.Data.Vertex vertex1 = triangle.GetVertex(1);
            TriangleNet.Data.Vertex vertex2 = triangle.GetVertex(2);

            Vector3 p0 = new Vector3(vertex0.x, vertex0.y, zOffsets[vertex0.id]);
            Vector3 p1 = new Vector3(vertex1.x, vertex1.y, zOffsets[vertex1.id]);
            Vector3 p2 = new Vector3(vertex2.x, vertex2.y, zOffsets[vertex2.id]);

            vertices.Add(p0);
            vertices.Add(p1);
            vertices.Add(p2);

            triangleIndices.Add(triangleIndex + 2);
            triangleIndices.Add(triangleIndex + 1);
            triangleIndices.Add(triangleIndex);

            triangleIndex += 3;
        }

        mesh           = new Mesh();
        mesh.name      = "Triangulated Terrain";
        mesh.vertices  = vertices.ToArray();
        mesh.triangles = triangleIndices.ToArray();

        return(mesh);
    }
        static List<Vertex> IndexVertices(Triangle triangle, Dictionary<int, int> indexDict, ref int highestIndex, out int[] newIndices)
        {
            var newVertices = new List<Vertex>();
            newIndices = new int[3];

            if (indexDict.ContainsKey(triangle.P0))
            {
                newIndices[0] = indexDict[triangle.P0];
            }
            else
            {
                TriangleNet.Data.Vertex vertex0 = triangle.GetVertex(0);
                newVertices.Add(new Vertex((float)vertex0.X, (float)vertex0.Y));
                indexDict.Add(vertex0.ID, highestIndex);
                newIndices[0] = highestIndex;
                highestIndex++;
            }

            if (indexDict.ContainsKey(triangle.P1))
            {
                newIndices[1] = indexDict[triangle.P1];
            }
            else
            {
                TriangleNet.Data.Vertex vertex1 = triangle.GetVertex(1);
                newVertices.Add(new Vertex((float)vertex1.X, (float)vertex1.Y));
                indexDict.Add(vertex1.ID, highestIndex);
                newIndices[1] = highestIndex;
                highestIndex++;
            }

            if (indexDict.ContainsKey(triangle.P2))
            {
                newIndices[2] = indexDict[triangle.P2];
            }
            else
            {
                TriangleNet.Data.Vertex vertex2 = triangle.GetVertex(2);
                newVertices.Add(new Vertex((float)vertex2.X, (float)vertex2.Y));
                indexDict.Add(vertex2.ID, highestIndex);
                newIndices[2] = highestIndex;
                highestIndex++;
            }

            return newVertices;
        }