Example #1
0
        public void updateAdjacentFaceHandles(int face)
        {
            Manifold manifold = Extrudable._manifold;

            //Use average of edgecenters if we have more than 4 edges.
            var temp = manifold.GetAdjacentFaceIdsAndEdgeCenters(face);

            foreach (int faceHandleId in temp.faceId)
            {
                var center = manifold.GetCenterTriangulated(faceHandleId);
                FaceHandleController faceHandleController = _faceHandles[faceHandleId];

                if (temp.edgeCenter.Length > 4)
                {
                    Vector3 cent = new Vector3();
                    foreach (Vector3 v in temp.edgeCenter)
                    {
                        cent[0] += v[0];
                        cent[1] += v[1];
                        cent[2] += v[2];
                    }
                    cent[0] /= temp.edgeCenter.Length;
                    cent[1] /= temp.edgeCenter.Length;
                    cent[2] /= temp.edgeCenter.Length;

                    center = cent;
                }

                // Rotate the handle to look in the opposite direction of face's normal
                var normal     = manifold.GetFaceNormal(faceHandleId);
                var edgeNormal = manifold.GetFirstEdgeDirection(faceHandleId);
                faceHandleController.UpdatePositionAndRotation(center, normal, edgeNormal);
            }
        }
Example #2
0
        private FaceHandleController InstantiateFaceHandle(Manifold manifold, int faceId)
        {
            var newHandle = Instantiate(FaceHandlePrefab, transform, false);

            //newHandle.transform.localScale = Vector3.Scale(transform.lossyScale,newHandle.transform.localScale);
            newHandle.transform.SetParent(transform);

            // Assign handle position to the center of a face
            var center = manifold.GetCenterTriangulated(faceId);

            // Rotate the handle to look in the opposite direction of face's normal
            var normal     = manifold.GetFaceNormal(faceId);
            var edgeNormal = manifold.GetFirstEdgeDirection(faceId);

            var faceHandleController = newHandle.GetComponent <FaceHandleController>();

            faceHandleController.UpdatePositionAndRotation(center, normal, edgeNormal);

            // Assign FaceID and Extrudable reference to handle
            faceHandleController.AssociatedFaceID = faceId;
            faceHandleController.Extrudable       = Extrudable;

            _faceHandles.Add(faceId, faceHandleController);

            return(faceHandleController);
        }
Example #3
0
        public void UpdateFacesAndSelectedEdges(List <int> extrudingFaces)
        {
            Manifold manifold = Extrudable._manifold;

            foreach (var handleFace in extrudingFaces)
            {
                var center = manifold.GetCenterTriangulated(handleFace);

                // Rotate the handle to look in the opposite direction of face's normal
                var normal     = manifold.GetFaceNormal(handleFace);
                var edgeNormal = manifold.GetFirstEdgeDirection(handleFace);
                _faceHandles[handleFace].UpdatePositionAndRotation(center, normal, edgeNormal);
            }
        }
Example #4
0
        public void UpdateControls()
        {
            Manifold manifold    = Extrudable._manifold;
            var      faceIds     = new int[manifold.NumberOfFaces()];
            var      vertexIds   = new int[manifold.NumberOfVertices()];
            var      halfedgeIds = new int[manifold.NumberOfHalfEdges()];

            manifold.GetHMeshIds(vertexIds, halfedgeIds, faceIds);

            // update face handles
            foreach (var faceHandleController in _faceHandles)
            {
                var handleFace = faceHandleController.Value.AssociatedFaceID;

                if (!faceHandleController.Value.IsDragged)
                {
                    var center = manifold.GetCenterTriangulated(handleFace);

                    //Use average of edgecenters if we have more than 4 edges.
                    var temp = manifold.GetAdjacentFaceIdsAndEdgeCenters(handleFace);
                    if (temp.edgeCenter.Length > 4)
                    {
                        Vector3 cent = new Vector3();
                        foreach (Vector3 v in temp.edgeCenter)
                        {
                            cent[0] += v[0];
                            cent[1] += v[1];
                            cent[2] += v[2];
                        }
                        cent[0] /= temp.edgeCenter.Length;
                        cent[1] /= temp.edgeCenter.Length;
                        cent[2] /= temp.edgeCenter.Length;

                        center = cent;
                    }

                    // Rotate the handle to look in the opposite direction of face's normal
                    var normal     = manifold.GetFaceNormal(handleFace);
                    var edgeNormal = manifold.GetFirstEdgeDirection(handleFace);
                    faceHandleController.Value.UpdatePositionAndRotation(center, normal, edgeNormal);
                    faceHandleController.Value.gameObject.SetActive(true);
                }

                var adjacentFaces = manifold.GetAdjacentFaceIdsAndEdgeCenters(handleFace);

                for (int j = 0; j < adjacentFaces.edgeId.Length; j++)
                {
                    EdgeHandleController latch;
                    if (_edgeHandles.TryGetValue(adjacentFaces.edgeId[j], out latch))
                    {
                        var otherFace = latch.GetOtherFace(handleFace);

                        var edgeCenter         = adjacentFaces.edgeCenter[j];
                        var normal             = manifold.GetFaceNormal(handleFace);
                        var adjacentFaceNormal = manifold.GetFaceNormal(otherFace);

                        latch.UpdatePositionAndRotation(edgeCenter, adjacentFaces.edgeNormals[j],
                                                        adjacentFaceNormal + normal);
                        latch.gameObject.SetActive(true);
                    }
                }
            }

            for (int i = 0; i < faceIds.Length; i++)
            {
                int id = faceIds[i];
                FaceHandleController visitedHandleController = null;
                _faceHandles.TryGetValue(id, out visitedHandleController);

                var newHandle = visitedHandleController != null
                    ? visitedHandleController
                    : InstantiateFaceHandle(manifold, id);
                InstantiateLatches(manifold, newHandle);
            }

            foreach (var vertexHandleController in _vertexHandles)
            {
                if (!vertexHandleController.Value.IsDragged)
                {
                    Vector3 vertexPosition = manifold.VertexPosition(vertexHandleController.Key);
                    vertexHandleController.Value.transform.localPosition = vertexPosition;

                    Vector3 vertexNormal = manifold.GetVertexNormal(vertexHandleController.Key);
                    //Debug.Log("VertexHandleNormal: " + vertexNormal);
                    Quaternion handleRotation = Quaternion.LookRotation(-vertexNormal);
                    vertexHandleController.Value.transform.localRotation = handleRotation;
                }
                vertexHandleController.Value.gameObject.SetActive(true);
            }

            for (int i = 0; i < vertexIds.Length; i++)
            {
                int id = vertexIds[i];
                VertexHandleController vertexHandle = null;
                _vertexHandles.TryGetValue(id, out vertexHandle);
                if (!manifold.IsVertexInUse(id) || vertexHandle != null)
                {
                    continue;
                }

                InstantiateVertexHandle(manifold, id);
            }

            //update sizes
            foreach (var faceHandleController in _faceHandles.Values)
            {
                faceHandleController.UpdateHandleSize();
            }
            foreach (var edgeHandleController in _edgeHandles.Values)
            {
                edgeHandleController.UpdateHandleSize();
            }
            foreach (var vertexHandleController in _vertexHandles.Values)
            {
                vertexHandleController.UpdateHandleSize();
            }
        }