Ejemplo n.º 1
0
        public static VertexData SortTrianglesByGrp(int[] tri, int totalTrianglePoints, VertexData vd)
        {
            if (totalTrianglePoints % 3 == 0)
            {
                vd.sortedTriangles = new Triangleids[totalTrianglePoints / 3];

                for (int i = 0; i < totalTrianglePoints; i += 3)
                {
                    Triangleids t = new Triangleids();
                    t.A = tri[i];
                    t.B = tri[i + 1];
                    t.C = tri[i + 2];

                    t.AB = CalculateCustomidDistance(t.A, t.B, vd);
                    t.BC = CalculateCustomidDistance(t.B, t.C, vd);
                    t.CA = CalculateCustomidDistance(t.C, t.A, vd);
                    vd.sortedTriangles[i / 3] = (t);
                }
            }
            return(vd);
        }
Ejemplo n.º 2
0
 public static float CalculateCustomidDistance(int id1, int id2, VertexData vd)
 {
     return(Vector3.Distance(_Convert.FloatToVector3(vd.positions[id1]), _Convert.FloatToVector3(vd.positions[id2])));
 }
Ejemplo n.º 3
0
        public static VertexData SortTrianglesByNeighbor(Triangleids[] sortedTriangles, VertexData vd)
        {
            Dictionary <Edge, List <Triangle> > wingEdges = new Dictionary <Edge, List <Triangle> >(new EdgeComparer());

            // map edges to all of the faces to which they are connected
            foreach (Triangleids sortTri in sortedTriangles)
            {
                Triangle tri = new Triangle(sortTri.A, sortTri.B, sortTri.C);
                Edge     e1  = new Edge(tri.vertices[0], tri.vertices[1]);
                if (wingEdges.ContainsKey(e1) && !wingEdges[e1].Contains(tri))
                {
                    wingEdges[e1].Add(tri);
                }
                else
                {
                    List <Triangle> tris = new List <Triangle>();
                    tris.Add(tri);
                    wingEdges.Add(e1, tris);
                }

                Edge e2 = new Edge(tri.vertices[0], tri.vertices[2]);
                if (wingEdges.ContainsKey(e2) && !wingEdges[e2].Contains(tri))
                {
                    wingEdges[e2].Add(tri);
                }
                else
                {
                    List <Triangle> tris = new List <Triangle>();
                    tris.Add(tri);
                    wingEdges.Add(e2, tris);
                }

                Edge e3 = new Edge(tri.vertices[1], tri.vertices[2]);
                if (wingEdges.ContainsKey(e3) && !wingEdges[e3].Contains(tri))
                {
                    wingEdges[e3].Add(tri);
                }
                else
                {
                    List <Triangle> tris = new List <Triangle>();
                    tris.Add(tri);
                    wingEdges.Add(e3, tris);
                }
            }

            // wingEdges are edges with 2 occurences,
            // so we need to remove the lower frequency ones
            List <Edge> keyList = wingEdges.Keys.ToList();

            foreach (Edge e in keyList)
            {
                if (wingEdges[e].Count < 2)
                {
                    wingEdges.Remove(e);
                }
                // if (wingEdges[e].Count > 2) Debug.Log(wingEdges[e].Count);
            }

            vd.neighborTriangles = new NeighborTriangleids[wingEdges.Count];
            int j = 0;

            foreach (Edge wingEdge in wingEdges.Keys)
            {
                /* wingEdges are indexed like in the Bridson,
                 * Simulation of Clothing with Folds and Wrinkles paper
                 *  3
                 *  ^
                 * 0  |  1
                 *  2
                 */

                int[] indices = new int[4];
                indices[2] = wingEdge.startIndex;
                indices[3] = wingEdge.endIndex;

                int b = 0;
                foreach (Triangle tri in wingEdges[wingEdge])
                {
                    for (int i = 0; i < 3; i++)
                    {
                        int point = tri.vertices[i];
                        if (point != indices[2] && point != indices[3])
                        {
                            if (b == 0)
                            {
                                //tri #1
                                indices[0] = point;
                                break;
                            }
                            else if (b == 1)
                            {
                                //tri #2
                                indices[1] = point;
                                break;
                            }
                        }
                    }
                    b++;
                }

                vd.neighborTriangles[j].A = indices[0];
                vd.neighborTriangles[j].B = indices[1];
                vd.neighborTriangles[j].C = indices[2];
                vd.neighborTriangles[j].D = indices[3];
                Vector3 p0 = _Convert.FloatToVector3(vd.positions[indices[0]]);
                Vector3 p1 = _Convert.FloatToVector3(vd.positions[indices[1]]);
                Vector3 p2 = _Convert.FloatToVector3(vd.positions[indices[2]]);
                Vector3 p3 = _Convert.FloatToVector3(vd.positions[indices[3]]);

                j++;
            }

            return(vd);
        }