private GameObject InstantiateVertexHandle(Manifold manifold, int vertexId) { var newHandle = Instantiate(VertexHandlePrefab, transform, false); Vector3 vertexPosition = manifold.VertexPosition(vertexId); Vector3 vertexNormal = manifold.GetVertexNormal(vertexId); newHandle.transform.localPosition = vertexPosition; Quaternion handleRotation = Quaternion.LookRotation(-vertexNormal); newHandle.transform.localRotation = handleRotation; var handleController = newHandle.GetComponent <VertexHandleController>(); handleController.AssociatedVertexID = vertexId; handleController.Extrudable = Extrudable; _vertexHandles.Add(vertexId, handleController); return(newHandle); }
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(); } }
public void MoveVertexTo(int vertexId, Vector3 localSpaceDestination) { var position = _manifold.VertexPosition(vertexId); _manifold.MoveVertexAlongVector(vertexId, localSpaceDestination - position); }