Beispiel #1
0
        //Return indexes of edges in the list which incident to the current vertex
        int[] GetEdgesForVertex(List <EdgeDataClass> edges, int vertex)
        {
            List <int> edgeIndexes = new List <int>();

            for (int e = 0; e < edges.Count; e++)
            {
                EdgeDataClass edge = edges[e];
                if (edge.IsContainsVertex(vertex))
                {
                    edgeIndexes.Add(e);
                }
            }
            return(edgeIndexes.ToArray());
        }
Beispiel #2
0
        //Return array of Vectir2-values for each vertex. This vector is zero for inner vertices and normal direction for boundary vertices
        public Vector2[] GetVertexNormals(Vector3[] _vertices, int[] _triangles)
        {
            //WG_Helper.PrintArray(_vertices);
            //WG_Helper.PrintArray(_triangles);
            //Collect edges
            List <EdgeDataClass> edges = new List <EdgeDataClass>();  // edge is a pair of vertices,
            int trianglesCount         = _triangles.Length / 3;

            for (int i = 0; i < trianglesCount; i++)
            {
                int v1 = _triangles[3 * i];
                int v2 = _triangles[3 * i + 1];
                int v3 = _triangles[3 * i + 2];
                CheckTheEdge(edges, v1, v2, i);
                CheckTheEdge(edges, v2, v3, i);
                CheckTheEdge(edges, v3, v1, i);
            }

            /*for (int i = 0; i < edges.Count; i++)
             * {
             *  Debug.Log(i.ToString() + ": " + edges[i].ToString());
             * }*/

            //Iterate throw vertices and check is it boundary or not
            List <Vector2> vertexNormals = new List <Vector2>();

            for (int i = 0; i < _vertices.Length; i++)
            {
                int[]   edgeIndexes = GetEdgesForVertex(edges, i);
                Vector2 normal      = new Vector2(0, 0);
                for (int j = 0; j < edgeIndexes.Length; j++)
                {
                    EdgeDataClass edge = edges[edgeIndexes[j]];
                    if (edge.isBoundary)
                    {
                        Vector2 edgeNormal = GetEdgeNormal(edge, _vertices, _triangles);
                        normal += edgeNormal;
                        //Debug.Log("vertex " + i.ToString() + ", edge " + edgeIndexes[j].ToString() + ", normal: " + edgeNormal.ToString() + ", result: " + normal.ToString());
                    }
                }
                //Debug.Log(i.ToString() + ": " + WG_Helper.ArrayToString(edgeIndexes) + ", normal: " + normal.ToString());
                vertexNormals.Add(normal.normalized);
            }


            return(vertexNormals.ToArray());
        }
Beispiel #3
0
        Vector2 GetEdgeNormal(EdgeDataClass edge, Vector3[] _vertices, int[] _triangles)
        {
            Vector3 pos1 = _vertices[edge.vertex01];
            Vector3 pos2 = _vertices[edge.vertex02];
            int     v1   = _triangles[3 * edge.triangles[0]];
            int     v2   = _triangles[3 * edge.triangles[0] + 1];
            int     v3   = _triangles[3 * edge.triangles[0] + 2];
            int     v    = edge.IsVertexPair(v1, v2) ? v3 : (edge.IsVertexPair(v1, v3) ? v2 : v1);
            Vector3 pos3 = _vertices[v];

            Vector3 edgeDirection  = pos2 - pos1;
            Vector3 innerDirection = pos3 - pos1;

            edgeDirection.Normalize();
            innerDirection.Normalize();

            Vector3 vec1   = Vector3.Cross(edgeDirection, innerDirection);
            Vector3 vec2   = Vector3.Cross(edgeDirection, vec1);
            Vector2 normal = new Vector2(vec2.x, vec2.z);

            return(normal.normalized);
        }