Ejemplo n.º 1
0
        /**
         * Extrudes passed faces on their normal axis using extrudeDistance.
         */
        public static bool Extrude(this pb_Object pb, pb_Face[] faces, float extrudeDistance, bool extrudeAsGroup, out pb_Face[] appendedFaces)
        {
            appendedFaces = null;

            if (faces == null || faces.Length < 1)
            {
                return(false);
            }

            pb_IntArray[]         sharedIndices = pb.GetSharedIndices();
            Dictionary <int, int> lookup        = sharedIndices.ToDictionary();

            Vector3[] localVerts = pb.vertices;

            pb_Edge[][] perimeterEdges = extrudeAsGroup ? new pb_Edge[1][] { pbMeshUtils.GetPerimeterEdges(pb, lookup, faces).ToArray() } : faces.Select(x => x.edges).ToArray();

            if (perimeterEdges == null || perimeterEdges.Length < 1 || (extrudeAsGroup && perimeterEdges[0].Length < 3))
            {
                Debug.LogWarning("No perimeter edges found.  Try deselecting and reselecting this object and trying again.");
                return(false);
            }

            pb_Face[][] edgeFaces      = new pb_Face[perimeterEdges.Length][];  // can't assume faces and perimiter edges will be 1:1 - so calculate perimeters then extract face information
            int[][]     allEdgeIndices = new int[perimeterEdges.Length][];
            int         c = 0;

            for (int i = 0; i < perimeterEdges.Length; i++)
            {
                c = 0;
                allEdgeIndices[i] = new int[perimeterEdges[i].Length * 2];
                edgeFaces[i]      = new pb_Face[perimeterEdges[i].Length];

                for (int n = 0; n < perimeterEdges[i].Length; n++)
                {
                    // gets the faces associated with each perimeter edge
                    foreach (pb_Face face in faces)
                    {
                        if (face.edges.Contains(perimeterEdges[i][n]))
                        {
                            edgeFaces[i][n] = face;
                            break;
                        }
                    }

                    allEdgeIndices[i][c++] = perimeterEdges[i][n].x;
                    allEdgeIndices[i][c++] = perimeterEdges[i][n].y;
                }
            }

            List <pb_Edge>[] extrudedIndices = new List <pb_Edge> [perimeterEdges.Length];
            Vector3[]        normals         = pb.msh.normals;

            List <Vector3[]> append_vertices = new List <Vector3[]>();
            List <Color[]>   append_color    = new List <Color[]>();
            List <Vector2[]> append_uv       = new List <Vector2[]>();
            List <pb_Face>   append_face     = new List <pb_Face>();
            List <int[]>     append_shared   = new List <int[]>();

            /// build out new faces around edges

            for (int i = 0; i < perimeterEdges.Length; i++)
            {
                extrudedIndices[i] = new List <pb_Edge>();

                for (int n = 0; n < perimeterEdges[i].Length; n++)
                {
                    pb_Edge edge = perimeterEdges[i][n];
                    pb_Face face = edgeFaces[i][n];

                    // Averages the normals using only vertices that are on the edge
                    Vector3 xnorm = Vector3.zero;
                    Vector3 ynorm = Vector3.zero;

                    // don't bother getting vertex normals if not auto-extruding
                    if (Mathf.Abs(extrudeDistance) > Mathf.Epsilon)
                    {
                        if (!extrudeAsGroup)
                        {
                            xnorm = pb_Math.Normal(localVerts[face.indices[0]], localVerts[face.indices[1]], localVerts[face.indices[2]]);
                            ynorm = xnorm;
                        }
                        else
                        {
                            xnorm = Norm(sharedIndices[lookup[edge.x]], allEdgeIndices[i], normals);
                            ynorm = Norm(sharedIndices[lookup[edge.y]], allEdgeIndices[i], normals);
                        }
                    }

                    int x_sharedIndex = lookup[edge.x];
                    int y_sharedIndex = lookup[edge.y];

                    // this could be condensed to a single call with an array of new faces
                    append_vertices.Add(new Vector3[]
                    {
                        localVerts [edge.x],
                        localVerts [edge.y],
                        localVerts [edge.x] + xnorm.normalized * extrudeDistance,
                        localVerts [edge.y] + ynorm.normalized * extrudeDistance
                    });

                    append_color.Add(new Color[]
                    {
                        pb.colors[edge.x],
                        pb.colors[edge.y],
                        pb.colors[edge.x],
                        pb.colors[edge.y]
                    });

                    append_uv.Add(new Vector2[4]);

                    append_face.Add(new pb_Face(
                                        new int[6] {
                        0, 1, 2, 1, 3, 2
                    },                                                                          // indices
                                        face.material,                                          // material
                                        new pb_UV(face.uv),                                     // UV material
                                        face.smoothingGroup,                                    // smoothing group
                                        -1,                                                     // texture group
                                        -1,                                                     // uv element group
                                        false)                                                  // manualUV flag
                                    );

                    append_shared.Add(new int[4]
                    {
                        x_sharedIndex,
                        y_sharedIndex,
                        -1,
                        -1
                    });

                    extrudedIndices[i].Add(new pb_Edge(x_sharedIndex, -1));
                    extrudedIndices[i].Add(new pb_Edge(y_sharedIndex, -1));
                }
            }

            appendedFaces = pb.AppendFaces(append_vertices.ToArray(), append_color.ToArray(), append_uv.ToArray(), append_face.ToArray(), append_shared.ToArray());

            // x = shared index, y = triangle (only known once faces are appended to pb_Object)
            for (int i = 0, f = 0; i < extrudedIndices.Length; i++)
            {
                for (int n = 0; n < extrudedIndices[i].Count; n += 2)
                {
                    extrudedIndices[i][n + 0].y = appendedFaces[f].indices[2];
                    extrudedIndices[i][n + 1].y = appendedFaces[f++].indices[4];
                }
            }

            pb_IntArray[]         si    = pb.sharedIndices; // leave the sharedIndices copy alone since we need the un-altered version later
            Dictionary <int, int> welds = si.ToDictionary();

            // Weld side-wall top vertices together, both grouped and non-grouped need this.
            for (int f = 0; f < extrudedIndices.Length; f++)
            {
                for (int i = 0; i < extrudedIndices[f].Count - 1; i++)
                {
                    int val = extrudedIndices[f][i].x;
                    for (int n = i + 1; n < extrudedIndices[f].Count; n++)
                    {
                        if (extrudedIndices[f][n].x == val)
                        {
                            welds[extrudedIndices[f][i].y] = welds[extrudedIndices[f][n].y];
                            break;
                        }
                    }
                }
            }

            localVerts = pb.vertices;

            // Remove smoothing and texture group flags
            foreach (pb_Face f in faces)
            {
                f.SetSmoothingGroup(-1);
                f.textureGroup = -1;
            }

            if (extrudeAsGroup)
            {
                foreach (pb_Face f in faces)
                {
                    int[] distinctIndices = f.distinctIndices;

                    // Merge in-group face seams
                    foreach (int ind in distinctIndices)
                    {
                        int oldIndex = si.IndexOf(ind);

                        for (int n = 0; n < allEdgeIndices.Length; n++)
                        {
                            for (int i = 0; i < extrudedIndices[n].Count; i++)
                            {
                                if (oldIndex == extrudedIndices[n][i].x)
                                {
                                    welds[ind] = welds[extrudedIndices[n][i].y];
                                    break;
                                }
                            }
                        }
                    }
                }
            }
            else

            /**
             * If extruding as separate faces, weld each face to the tops of the bridging faces
             */
            {
                // Dictionary<int, int> hold = si.ToDictionary();

                for (int i = 0; i < edgeFaces.Length; i++)
                {
                    foreach (int n in pb_Face.AllTrianglesDistinct(edgeFaces[i]))
                    {
                        int old_si_index = lookup[n];
                        int match        = extrudedIndices[i].FindIndex(x => x.x == old_si_index);

                        if (match < 0)
                        {
                            continue;
                        }

                        int match_tri_index = extrudedIndices[i][match].y;

                        if (welds.ContainsKey(match_tri_index))
                        {
                            welds[n] = welds[match_tri_index];
                        }
                    }
                }
            }

            si = welds.ToSharedIndices();


            pb.SplitUVs(pb_Face.AllTriangles(faces));

            /**
             * Move the inside faces to the top of the extrusion
             *
             * This is a separate loop cause the one above this must completely merge all sharedindices prior to
             * checking the normal averages
             *
             */
            Vector3 norm = Vector3.zero;

            int[] allIndices = pb_Face.AllTrianglesDistinct(faces);
            foreach (pb_Face f in faces)
            {
                if (!extrudeAsGroup)
                {
                    norm = pb_Math.Normal(localVerts[f.indices[0]], localVerts[f.indices[1]], localVerts[f.indices[2]]);
                }

                foreach (int ind in f.distinctIndices)
                {
                    if (extrudeAsGroup)
                    {
                        norm = Norm(sharedIndices[lookup[ind]], allIndices, normals);
                    }

                    localVerts[ind] += norm.normalized * extrudeDistance;
                }
            }

            // Test the winding of the first pulled face, and reverse if it's ccw
            if (pb.GetWindingOrder(faces[0]) == WindingOrder.CounterClockwise)
            {
                foreach (pb_Face face in appendedFaces)
                {
                    face.ReverseIndices();
                }
            }

            pb.SetSharedIndices(si);
            pb.SetVertices(localVerts);


            return(true);
        }