public void updateMesh() { vertexPoints.Clear(); indexPoints.Clear(); uvPoints.Clear(); oobb.update(gameObject); Vector3 dirUp = gameObject.transform.TransformDirection(Vector3.up); Vector3 dirUpPos = gameObject.transform.position - (dirUp * gameObject.transform.localScale.y); Vector3 dirDown = gameObject.transform.TransformDirection(Vector3.down); Vector3 dirDownPos = gameObject.transform.position - (dirDown * gameObject.transform.localScale.y); Vector3 dirForward = gameObject.transform.TransformDirection(Vector3.forward); Vector3 dirForwardPos = gameObject.transform.position - (dirForward * gameObject.transform.localScale.z); Vector3 dirBack = gameObject.transform.TransformDirection(Vector3.back); Vector3 dirBackPos = gameObject.transform.position - (dirBack * gameObject.transform.localScale.z); Vector3 dirLeft = gameObject.transform.TransformDirection(Vector3.left); Vector3 dirLeftPos = gameObject.transform.position - (dirLeft * gameObject.transform.localScale.x); Vector3 dirRight = gameObject.transform.TransformDirection(Vector3.right); Vector3 dirRightPos = gameObject.transform.position - (dirRight * gameObject.transform.localScale.x); yPosPlane.SetValues(dirUp, dirUpPos); yNegPlane.SetValues(dirDown, dirDownPos); zPosPlane.SetValues(dirForward, dirForwardPos); zNegPlane.SetValues(dirBack, dirBackPos); xPosPlane.SetValues(dirLeft, dirLeftPos); xNegPlane.SetValues(dirRight, dirRightPos); if (data != null) { List <TriangleData> tris = data.getTrianglesInOOBB(oobb); //Debug.Log(tris.Count); Vector3 lineInt = new Vector3(); for (int i = 0; i < tris.Count; i++) { Vector3[] pts = tris[i].getTransformedPoints(); Vector3 point1 = pts[0]; Vector3 point2 = pts[1]; Vector3 point3 = pts[2]; Vector3 n = Vector3.Cross(point2 - point1, point3 - point1); n.Normalize(); points.Clear(); newTris.Clear(); lpoints.Clear(); if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[0], ref oobb.oobbCoordsTrans[1], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[0], ref oobb.oobbCoordsTrans[2], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[0], ref oobb.oobbCoordsTrans[4], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[1], ref oobb.oobbCoordsTrans[3], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[1], ref oobb.oobbCoordsTrans[5], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[2], ref oobb.oobbCoordsTrans[6], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[2], ref oobb.oobbCoordsTrans[3], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[3], ref oobb.oobbCoordsTrans[7], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[4], ref oobb.oobbCoordsTrans[5], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[4], ref oobb.oobbCoordsTrans[6], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[5], ref oobb.oobbCoordsTrans[7], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } if (TriangleTests.IntersectLineTriangle(ref oobb.oobbCoordsTrans[6], ref oobb.oobbCoordsTrans[7], ref point1, ref point2, ref point3, ref lineInt)) { lpoints.Add(lineInt); } NDPlane.IntersectSixPlanesTriangle(xPosPlane, xNegPlane, yPosPlane, yNegPlane, zPosPlane, zNegPlane, ref point1, ref point2, ref point3, lpoints); NDPlane.SideOfSixPlanesFilter(xPosPlane, xNegPlane, yPosPlane, yNegPlane, zPosPlane, zNegPlane, lpoints, points); HullTests.ConvexHull2DTriangulated(points, newTris, ref n); for (int j = 0; j < newTris.Count; j += 3) { Vector3 v1 = newTris[j + 0]; Vector3 v2 = newTris[j + 1]; Vector3 v3 = newTris[j + 2]; float tolerance = layer * offset; Vector3 dist = n * tolerance; v1 = v1 + dist; v2 = v2 + dist; v3 = v3 + dist; int vec1 = 0; int vec2 = 0; int vec3 = 0; // point is new, compute new UV coordinates for it if (!NearestPointTest.approxContains(vertexPoints, v1, tolerance, ref vec1)) { Vector3 transVec = gameObject.transform.InverseTransformPoint(vertexPoints[vec1]); if (!cubeMap) { uvPoints.Add(new Vector2((transVec.y + 1) / 2, (transVec.z + 1) / 2)); } else { uvPoints.Add(HullTests.CubeMap3DV(ref transVec, ref n)); } } if (!NearestPointTest.approxContains(vertexPoints, v2, tolerance, ref vec2)) { Vector3 transVec = gameObject.transform.InverseTransformPoint(vertexPoints[vec2]); if (!cubeMap) { uvPoints.Add(new Vector2((transVec.y + 1) / 2, (transVec.z + 1) / 2)); } else { uvPoints.Add(HullTests.CubeMap3DV(ref transVec, ref n)); } } if (!NearestPointTest.approxContains(vertexPoints, v3, tolerance, ref vec3)) { Vector3 transVec = gameObject.transform.InverseTransformPoint(vertexPoints[vec3]); if (!cubeMap) { uvPoints.Add(new Vector2((transVec.y + 1) / 2, (transVec.z + 1) / 2)); } else { uvPoints.Add(HullTests.CubeMap3DV(ref transVec, ref n)); } } //Debug.Log(vertexPoints.Count + " " + vec1 + " " + vec2 + " " + vec3); if (HullTests.IsTriClockwise(vertexPoints[vec1], vertexPoints[vec2], vertexPoints[vec3], n)) { indexPoints.Add(vec1); indexPoints.Add(vec2); indexPoints.Add(vec3); } else { indexPoints.Add(vec1); indexPoints.Add(vec3); indexPoints.Add(vec2); } } } } }
void OnDrawGizmos() { if (objs.Length < 3) { return; } Vector3 n = Vector3.Cross(objs[1].transform.position - objs[0].transform.position, objs[2].transform.position - objs[0].transform.position); n.Normalize(); // draw original objects in red Vector3 size1 = new Vector3(0.05f, 0.05f, 0.05f); Vector3 size2 = new Vector3(0.1f, 0.1f, 0.1f); Gizmos.color = new Color(1, 0, 0, 1); for (int i = 0; i < objs.Length; i++) { Gizmos.DrawCube(objs[i].transform.position, size1); } List <Vector3> positions = new List <Vector3>(); List <Vector3> tris = new List <Vector3>(); for (int i = 0; i < objs.Length; i++) { positions.Add(objs[i].transform.position); } HullTests.ConvexHull2DTriangulated(positions, tris, ref n); Gizmos.color = new Color(0, 1, 0, 1); for (int i = 0; i < tris.Count; i++) { Gizmos.DrawCube(tris[i], size2); } if (tris.Count == 0) { return; } Vector3 line1 = tris[0]; for (int i = 1; i < tris.Count; i++) { Gizmos.DrawLine(line1, tris[i]); line1 = tris[i]; } Gizmos.DrawLine(tris[0], tris[tris.Count - 1]); /*Gizmos.color = new Color(0,0,1,1); * * line1 = tris[0]; * * for (int i = 1; i < tris.Count - 1; i++) { * Gizmos.DrawLine(line1, tris[i]); * Gizmos.DrawLine(tris[i], tris[i + 1]); * Gizmos.DrawLine(tris[i + 1], line1); * }*/ }