Ejemplo n.º 1
0
        /**
         * Removes faces from a pb_Object.  Overrides available for pb_Face[] and int[] faceIndices.  handles
         * all the sharedIndices moving stuff for you.
         */
        public static void DeleteFaces(this pb_Object pb, int[] faceIndices)
        {
            pb_Face[] faces = new pb_Face[faceIndices.Length];

            for (int i = 0; i < faces.Length; i++)
            {
                faces[i] = pb.faces[faceIndices[i]];
            }

            int[] distInd = pb_Face.AllTrianglesDistinct(faces);

            Vector3[] verts = pb.vertices.RemoveAt(distInd);
            Color[]   cols  = pb.colors.RemoveAt(distInd);
            Vector2[] uvs   = pb.uv.RemoveAt(distInd);

            pb_Face[] nFaces = pb.faces.RemoveAt(faceIndices);

            // shift all other face indices down to account for moved vertex positions
            for (int i = 0; i < nFaces.Length; i++)
            {
                int[] tris = nFaces[i].indices;
                for (int n = 0; n < tris.Length; n++)
                {
                    int sub = 0;
                    for (int d = 0; d < distInd.Length; d++)
                    {
                        if (tris[n] > distInd[d])
                        {
                            sub++;
                        }
                    }
                    tris[n] -= sub;
                }
                nFaces[i].SetIndices(tris);
            }

            // shift all other face indices in the shared index array down to account for moved vertex positions
            pb_IntArray[] si    = pb.sharedIndices;
            pb_IntArray[] si_uv = pb.sharedIndicesUV;

            pb_IntArrayUtility.RemoveValuesAndShift(ref si, distInd);
            pb_IntArrayUtility.RemoveValuesAndShift(ref si_uv, distInd);

            pb.SetSharedIndices(si);
            pb.SetSharedIndicesUV(si_uv);

            pb.SetVertices(verts);
            pb.SetColors(cols);
            pb.SetUV(uvs);

            pb.SetFaces(nFaces);
            pb.RebuildFaceCaches();
        }
Ejemplo n.º 2
0
        /**
         * Removes faces from a pb_Object.  Overrides available for pb_Face[] and int[] faceIndices.  handles
         * all the sharedIndices moving stuff for you.
         */
        public static void DeleteFaces(this pb_Object pb, pb_Face[] faces)
        {
            int[] f_ind = new int[faces.Length];

            // test for triangle array equality, not reference equality
            for (int i = 0; i < faces.Length; i++)
            {
                f_ind[i] = System.Array.IndexOf(pb.faces, faces[i]);
            }

            List <int> indices_to_remove = new List <int>(pb_Face.AllTrianglesDistinct(faces));

            indices_to_remove.Sort();

            Vector3[] verts = pb.vertices.SortedRemoveAt(indices_to_remove);
            Color[]   cols  = pb.colors.SortedRemoveAt(indices_to_remove);
            Vector2[] uvs   = pb.uv.SortedRemoveAt(indices_to_remove);

            pb_Face[] nFaces = pb.faces.RemoveAt(f_ind);

            // shift all other face indices down to account for moved vertex positions
            for (int i = 0; i < nFaces.Length; i++)
            {
                int[] tris = nFaces[i].indices;

                for (int n = 0; n < tris.Length; n++)
                {
                    int index = pbUtil.NearestIndexPriorToValue(indices_to_remove, tris[n]);
                    // add 1 because index is zero based
                    tris[n] -= index + 1;
                }

                nFaces[i].SetIndices(tris);
            }

            // shift all other face indices in the shared index array down to account for moved vertex positions
            pb_IntArray[] si    = pb.sharedIndices;
            pb_IntArray[] si_uv = pb.sharedIndicesUV;

            pb_IntArrayUtility.RemoveValuesAndShift(ref si, indices_to_remove);
            pb_IntArrayUtility.RemoveValuesAndShift(ref si_uv, indices_to_remove);

            pb.SetSharedIndices(si);
            pb.SetSharedIndicesUV(si_uv);

            pb.SetVertices(verts);
            pb.SetColors(cols);
            pb.SetUV(uvs);

            pb.SetFaces(nFaces);
            pb.RebuildFaceCaches();
        }
Ejemplo n.º 3
0
        /**
         *	Deletes the vertices from the passed index array.  Handles rebuilding the sharedIndices array.
         */
        public static void DeleteVerticesWithIndices(this pb_Object pb, int[] distInd)
        {
            Vector3[] verts = pb.vertices;
            Color[]   cols  = pb.colors;
            Vector2[] uvs   = pb.uv;

            verts = verts.RemoveAt(distInd);
            cols  = cols.RemoveAt(distInd);
            uvs   = uvs.RemoveAt(distInd);

            pb_Face[] nFaces = pb.faces;

            // shift all other face indices down to account for moved vertex positions
            for (int i = 0; i < nFaces.Length; i++)
            {
                int[] tris = nFaces[i].indices;
                for (int n = 0; n < tris.Length; n++)
                {
                    int sub = 0;
                    for (int d = 0; d < distInd.Length; d++)
                    {
                        if (tris[n] > distInd[d])
                        {
                            sub++;
                        }
                    }
                    tris[n] -= sub;
                }

                nFaces[i].SetIndices(tris);
            }

            // shift all other face indices in the shared index array down to account for moved vertex positions
            pb_IntArray[] si = pb.sharedIndices;
            pb_IntArrayUtility.RemoveValuesAndShift(ref si, distInd);

            pb.SetSharedIndices(si);
            pb.SetVertices(verts);
            pb.SetColors(cols);
            pb.SetUV(uvs);

            pb.SetFaces(nFaces);
            pb.RebuildFaceCaches();

            pb.ToMesh();
        }
Ejemplo n.º 4
0
        /**
         * Removes faces from a pb_Object.  Overrides available for pb_Face[] and int[] faceIndices.  handles
         * all the sharedIndices moving stuff for you.
         */
        public static void DeleteFaces(this pb_Object pb, pb_Face[] faces)
        {
            int[] f_ind = new int[faces.Length];
            for (int i = 0; i < faces.Length; i++)
            {
                f_ind[i] = System.Array.IndexOf(pb.faces, faces[i]);
            }

            int[] distInd = pb_Face.AllTrianglesDistinct(faces);

            Vector3[] verts  = pb.vertices.RemoveAt(distInd);
            pb_Face[] nFaces = pb.faces.RemoveAt(f_ind);

            // shift all other face indices down to account for moved vertex positions
            for (int i = 0; i < nFaces.Length; i++)
            {
                int[] tris = nFaces[i].indices;
                for (int n = 0; n < tris.Length; n++)
                {
                    int sub = 0;
                    for (int d = 0; d < distInd.Length; d++)
                    {
                        if (tris[n] > distInd[d])
                        {
                            sub++;
                        }
                    }
                    tris[n] -= sub;
                }
                nFaces[i].SetIndices(tris);
            }

            // shift all other face indices in the shared index array down to account for moved vertex positions
            pb_IntArray[] si = pb.sharedIndices;
            pb_IntArrayUtility.RemoveValuesAndShift(ref si, distInd);

            pb.SetSharedIndices(si);
            pb.SetVertices(verts);
            pb.SetFaces(nFaces);
            pb.RebuildFaceCaches();

            pb.ToMesh();
        }
Ejemplo n.º 5
0
        public static void Extrude(this pb_Object pb, pb_Face[] faces, float extrudeDistance)
        {
            if (faces == null || faces.Length < 1)
            {
                return;
            }

            pb_IntArray[] sharedIndices = pb.GetSharedIndices();

            Vector3[] localVerts = pb.vertices;
            Vector3[] oNormals   = pb.msh.normals;

            pb_Edge[] perimeterEdges = pb.GetPerimeterEdges(faces);

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

            pb_Face[] edgeFaces      = new pb_Face[perimeterEdges.Length];      // can't assume faces and perimiter edges will be 1:1 - so calculate perimeters then extrace face information
            int[]     allEdgeIndices = new int[perimeterEdges.Length * 2];
            int       c = 0;

            for (int i = 0; i < perimeterEdges.Length; i++)
            {
                // wtf does this do
                edgeFaces[i] = faces[0];
                foreach (pb_Face face in faces)
                {
                    if (face.edges.Contains(perimeterEdges[i]))
                    {
                        edgeFaces[i] = face;
                    }
                }

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

            List <pb_Edge> extrudedIndices = new List <pb_Edge>();

            /// build out new faces around edges
            for (int i = 0; i < perimeterEdges.Length; i++)
            {
                pb_Edge edge = perimeterEdges[i];
                pb_Face face = edgeFaces[i];

                // 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 (extrudeDistance > Mathf.Epsilon)
                {
                    xnorm = Norm(edge.x, sharedIndices, allEdgeIndices, oNormals);
                    ynorm = Norm(edge.y, sharedIndices, allEdgeIndices, oNormals);
                }

                int x_sharedIndex = sharedIndices.IndexOf(edge.x);
                int y_sharedIndex = sharedIndices.IndexOf(edge.y);

                pb_Face newFace = pb.AppendFace(
                    new Vector3[4]
                {
                    localVerts [edge.x],
                    localVerts [edge.y],
                    localVerts [edge.x] + xnorm.normalized * extrudeDistance,
                    localVerts [edge.y] + ynorm.normalized * extrudeDistance
                },
                    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
                        face.colors[0]),                                                // colors
                    new int[4] {
                    x_sharedIndex, y_sharedIndex, -1, -1
                });

                extrudedIndices.Add(new pb_Edge(x_sharedIndex, newFace.indices[2]));
                extrudedIndices.Add(new pb_Edge(y_sharedIndex, newFace.indices[4]));
            }

            // merge extruded vertex indices with each other
            pb_IntArray[] si = pb.sharedIndices;        // leave the sharedIndices copy alone since we need the un-altered version later
            for (int i = 0; i < extrudedIndices.Count; i++)
            {
                int val = extrudedIndices[i].x;
                for (int n = 0; n < extrudedIndices.Count; n++)
                {
                    if (n == i)
                    {
                        continue;
                    }

                    if (extrudedIndices[n].x == val)
                    {
                        pb_IntArrayUtility.MergeSharedIndices(ref si, extrudedIndices[n].y, extrudedIndices[i].y);
                        break;
                    }
                }
            }

            // Move extruded faces to top
            localVerts = pb.vertices;
            Dictionary <int, int> remappedTexGroups = new Dictionary <int, int>();

            foreach (pb_Face f in faces)
            {
                // Remap texture groups
                if (f.textureGroup > 0)
                {
                    if (remappedTexGroups.ContainsKey(f.textureGroup))
                    {
                        f.textureGroup = remappedTexGroups[f.textureGroup];
                    }
                    else
                    {
                        int newTexGroup = pb.UnusedTextureGroup();
                        remappedTexGroups.Add(f.textureGroup, newTexGroup);
                        f.textureGroup = newTexGroup;
                    }
                }

                int[] distinctIndices = f.distinctIndices;

                foreach (int ind in distinctIndices)
                {
                    int oldIndex = si.IndexOf(ind);
                    for (int i = 0; i < extrudedIndices.Count; i++)
                    {
                        if (oldIndex == extrudedIndices[i].x)
                        {
                            pb_IntArrayUtility.MergeSharedIndices(ref si, extrudedIndices[i].y, ind);
                            break;
                        }
                    }
                }
            }

            // this is a separate loop cause the one above this must completely merge all sharedindices prior to
            // checking the normal averages
            foreach (pb_Face f in faces)
            {
                foreach (int ind in f.distinctIndices)
                {
                    Vector3 norm = Norm(ind, si, allEdgeIndices, oNormals);
                    localVerts[ind] += norm.normalized * extrudeDistance;
                }
            }

            pb.SetSharedIndices(si);
            pb.SetVertices(localVerts);
            pb.RebuildFaceCaches();
        }
Ejemplo n.º 6
0
        public static bool Bridge(this pb_Object pb, pb_Edge a, pb_Edge b, bool enforcePerimiterEdgesOnly)
        {
            pb_IntArray[] sharedIndices = pb.GetSharedIndices();

            // Check to see if a face already exists
            if (enforcePerimiterEdgesOnly)
            {
                if (pbMeshUtils.GetConnectedFaces(pb, a).Count > 1 || pbMeshUtils.GetConnectedFaces(pb, b).Count > 1)
                {
                    Debug.LogWarning("Both edges are not on perimeter!  You may turn off this Bridging restriction in Preferences/ProBuilder/Bridge Perimiter Edges Only");
                    return(false);
                }
            }
            else
            {
                foreach (pb_Face face in pb.faces)
                {
                    if (face.edges.IndexOf(a, sharedIndices) >= 0 && face.edges.IndexOf(b, sharedIndices) >= 0)
                    {
                        Debug.LogWarning("Face already exists between these two edges!");
                        return(false);
                    }
                }
            }

            Vector3[] verts = pb.vertices;
            Vector3[] v;
            int[]     s;
            pb_UV     uvs   = new pb_UV();
            Color32   color = (Color32)Color.white;
            Material  mat   = pb_Constant.DefaultMaterial;

            // Get material and UV stuff from the first edge face
            foreach (pb_Face face in pb.faces)
            {
                if (face.edges.Contains(a))
                {
                    uvs   = new pb_UV(face.uv);
                    mat   = face.material;
                    color = face.colors[0];
                    break;
                }
            }

            // Bridge will form a triangle
            if (a.Contains(b.x, sharedIndices) || a.Contains(b.y, sharedIndices))
            {
                v = new Vector3[3];
                s = new int[3];

                bool axbx = System.Array.IndexOf(sharedIndices[sharedIndices.IndexOf(a.x)], b.x) > -1;
                bool axby = System.Array.IndexOf(sharedIndices[sharedIndices.IndexOf(a.x)], b.y) > -1;

                bool aybx = System.Array.IndexOf(sharedIndices[sharedIndices.IndexOf(a.y)], b.x) > -1;
                bool ayby = System.Array.IndexOf(sharedIndices[sharedIndices.IndexOf(a.y)], b.y) > -1;

                if (axbx)
                {
                    v[0] = verts[a.x];
                    s[0] = sharedIndices.IndexOf(a.x);
                    v[1] = verts[a.y];
                    s[1] = sharedIndices.IndexOf(a.y);
                    v[2] = verts[b.y];
                    s[2] = sharedIndices.IndexOf(b.y);
                }
                else
                if (axby)
                {
                    v[0] = verts[a.x];
                    s[0] = sharedIndices.IndexOf(a.x);
                    v[1] = verts[a.y];
                    s[1] = sharedIndices.IndexOf(a.y);
                    v[2] = verts[b.x];
                    s[2] = sharedIndices.IndexOf(b.x);
                }
                else
                if (aybx)
                {
                    v[0] = verts[a.y];
                    s[0] = sharedIndices.IndexOf(a.y);
                    v[1] = verts[a.x];
                    s[1] = sharedIndices.IndexOf(a.x);
                    v[2] = verts[b.y];
                    s[2] = sharedIndices.IndexOf(b.y);
                }
                else
                if (ayby)
                {
                    v[0] = verts[a.y];
                    s[0] = sharedIndices.IndexOf(a.y);
                    v[1] = verts[a.x];
                    s[1] = sharedIndices.IndexOf(a.x);
                    v[2] = verts[b.x];
                    s[2] = sharedIndices.IndexOf(b.x);
                }

                pb.AppendFace(
                    v,
                    new pb_Face(axbx || axby ? new int[3] {
                    2, 1, 0
                } : new int[3] {
                    0, 1, 2
                }, mat, uvs, 0, -1, -1, color),
                    s);

                pb.RebuildFaceCaches();
                pb.Refresh();

                return(true);
            }

            // Else, bridge will form a quad

            v = new Vector3[4];
            s = new int[4];             // shared indices index to add to

            v[0] = verts[a.x];
            s[0] = sharedIndices.IndexOf(a.x);
            v[1] = verts[a.y];
            s[1] = sharedIndices.IndexOf(a.y);

            Vector3 nrm = Vector3.Cross(verts[b.x] - verts[a.x], verts[a.y] - verts[a.x]).normalized;

            Vector2[] planed = pb_Math.VerticesTo2DPoints(new Vector3[4] {
                verts[a.x], verts[a.y], verts[b.x], verts[b.y]
            }, nrm);

            Vector2 ipoint     = Vector2.zero;
            bool    interescts = pb_Math.GetLineSegmentIntersect(planed[0], planed[2], planed[1], planed[3], ref ipoint);

            if (!interescts)
            {
                v[2] = verts[b.x];
                s[2] = sharedIndices.IndexOf(b.x);
                v[3] = verts[b.y];
                s[3] = sharedIndices.IndexOf(b.y);
            }
            else
            {
                v[2] = verts[b.y];
                s[2] = sharedIndices.IndexOf(b.y);
                v[3] = verts[b.x];
                s[3] = sharedIndices.IndexOf(b.x);
            }

            pb.AppendFace(
                v,
                new pb_Face(new int[6] {
                2, 1, 0, 2, 3, 1
            }, mat, uvs, 0, -1, -1, color),
                s);

            pb.RebuildFaceCaches();

            return(true);
        }
Ejemplo n.º 7
0
        /**
         *	Edge extrusion override
         */
        public static pb_Edge[] Extrude(this pb_Object pb, pb_Edge[] edges, float extrudeDistance, bool enforcePerimiterEdgesOnly)
        {
            pb_IntArray[] sharedIndices = pb.sharedIndices;

            List <pb_Edge> validEdges = new List <pb_Edge>();
            List <pb_Face> edgeFaces  = new List <pb_Face>();

            foreach (pb_Edge e in edges)
            {
                int     faceCount = 0;
                pb_Face fa        = null;
                foreach (pb_Face f in pb.faces)
                {
                    if (f.edges.IndexOf(e, sharedIndices) > -1)
                    {
                        fa = f;
                        if (++faceCount > 1)
                        {
                            break;
                        }
                    }
                }

                if (!enforcePerimiterEdgesOnly || faceCount < 2)
                {
                    validEdges.Add(e);
                    edgeFaces.Add(fa);
                }
            }

            if (validEdges.Count < 1)
            {
                return(null);
            }

            Vector3[] localVerts = pb.vertices;
            Vector3[] oNormals   = pb.msh.normals;

            int[] allEdgeIndices = new int[validEdges.Count * 2];
            int   c = 0;        // har har har

            for (int i = 0; i < validEdges.Count; i++)
            {
                allEdgeIndices[c++] = validEdges[i].x;
                allEdgeIndices[c++] = validEdges[i].y;
            }

            List <pb_Edge> extrudedIndices = new List <pb_Edge>();
            List <pb_Edge> newEdges        = new List <pb_Edge>();      // used to set the editor selection to the newly created edges

            /// build out new faces around validEdges

            for (int i = 0; i < validEdges.Count; i++)
            {
                pb_Edge edge = validEdges[i];
                pb_Face face = edgeFaces[i];

                // Averages the normals using only vertices that are on the edge
                Vector3 xnorm = Norm(edge.x, sharedIndices, allEdgeIndices, oNormals);
                Vector3 ynorm = Norm(edge.y, sharedIndices, allEdgeIndices, oNormals);

                int x_sharedIndex = sharedIndices.IndexOf(edge.x);
                int y_sharedIndex = sharedIndices.IndexOf(edge.y);

                pb_Face newFace = pb.AppendFace(
                    new Vector3[4]
                {
                    localVerts [edge.x],
                    localVerts [edge.y],
                    localVerts [edge.x] + xnorm.normalized * extrudeDistance,
                    localVerts [edge.y] + ynorm.normalized * extrudeDistance
                },
                    new pb_Face(new int[6] {
                    2, 1, 0, 2, 3, 1
                }, face.material, new pb_UV(), 0, -1, -1, face.colors[0]),
                    new int[4] {
                    x_sharedIndex, y_sharedIndex, -1, -1
                });

                newEdges.Add(new pb_Edge(newFace.indices[3], newFace.indices[4]));

                extrudedIndices.Add(new pb_Edge(x_sharedIndex, newFace.indices[3]));
                extrudedIndices.Add(new pb_Edge(y_sharedIndex, newFace.indices[4]));
            }

            sharedIndices = pb.sharedIndices;

            // merge extruded vertex indices with each other
            for (int i = 0; i < extrudedIndices.Count; i++)
            {
                int val = extrudedIndices[i].x;
                for (int n = 0; n < extrudedIndices.Count; n++)
                {
                    if (n == i)
                    {
                        continue;
                    }

                    if (extrudedIndices[n].x == val)
                    {
                        pb_IntArrayUtility.MergeSharedIndices(ref sharedIndices, extrudedIndices[n].y, extrudedIndices[i].y);
                        break;
                    }
                }
            }

            pb.SetSharedIndices(sharedIndices);
            pb.RebuildFaceCaches();

            return(newEdges.ToArray());
        }
Ejemplo n.º 8
0
    /**
     *	\brief Returns a pb_Object prism with the passed size.
     * @param size Size to apply to generated object.
     * \returns New #pb_Object.
     */
    public static pb_Object PrismGenerator(Vector3 size)
    {
        Vector3[] template = new Vector3[6]
        {
            Vector3.Scale(new Vector3(-.5f, 0f, -.5f), size),
            Vector3.Scale(new Vector3(.5f, 0f, -.5f), size),
            Vector3.Scale(new Vector3(0f, .5f, -.5f), size),
            Vector3.Scale(new Vector3(-.5f, 0f, .5f), size),
            Vector3.Scale(new Vector3(0.5f, 0f, .5f), size),
            Vector3.Scale(new Vector3(0f, .5f, .5f), size)
        };

        Vector3[] v = new Vector3[18]
        {
            template[0],                // 0	front
            template[1],                // 1
            template[2],                // 2

            template[1],                // 3	right side
            template[4],                // 4
            template[2],                // 5
            template[5],                // 6

            template[4],                // 7    back side
            template[3],                // 8
            template[5],                // 9

            template[3],                // 10   left side
            template[0],                // 11
            template[5],                // 12
            template[2],                // 13

            template[0],                // 14	// bottom
            template[1],                // 15
            template[3],                // 16
            template[4]                 // 17
        };

        pb_Face[] f = new pb_Face[5]
        {
            new pb_Face(new int[3] {
                2, 1, 0
            }),                                                                 // x
            new pb_Face(new int[6] {
                5, 4, 3, 5, 6, 4
            }),                                                         // x
            new pb_Face(new int[3] {
                9, 8, 7
            }),
            new pb_Face(new int[6] {
                12, 11, 10, 12, 13, 11
            }),
            new pb_Face(new int[6] {
                14, 15, 16, 15, 17, 16
            })
        };

        pb_Object pb = ProBuilder.CreateObjectWithVerticesFaces(v, f);

        pb.RebuildFaceCaches();
        pb.SetName("Prism");
        return(pb);
    }