Example #1
0
        private void GenerateMeshes()
        {
            if (msh == null)
            {
                msh = new Mesh();
            }
            CombineInstance[] combine = new CombineInstance[Paths.Count];
            int it = 0;

            foreach (GenPath path in Paths)
            {
                SVGGenerals.OptimizePoints(ref path.points);
                // Use the triangulator to get indices for creating triangles
                Triangulator tr      = new Triangulator(path.points);
                int[]        indices = tr.Triangulate();

                // Create the Vector3 vertices
                Vector3[] vertices = new Vector3[path.points.Length];
                for (int i = 0; i < vertices.Length; i++)
                {
                    vertices[i] = new Vector3(path.points[i].x, path.points[i].y, 0);
                }

                // Create the mesh
                Mesh _msh = new Mesh();
                _msh.vertices  = vertices;
                _msh.triangles = indices;

                if (fillColor != null)
                {
                    // Use vertex colors
                    Color[] colors = new Color[path.points.Length];
                    for (int i = 0; i < colors.Length; i++)
                    {
                        colors[i] = new Color(fillColor.R, fillColor.G, fillColor.B, fillOpacity);
                    }
                    _msh.colors = colors;
                }


                //Normals
                Vector3[] normals = new Vector3[path.points.Length];
                for (int i = 0; i < normals.Length; i++)
                {
                    normals[i] = new Vector3(0, 0, 1);
                }
                _msh.RecalculateBounds();

                combine[it].mesh = _msh;
                it++;
            }
            msh.CombineMeshes(combine, false, false, false);
        }
Example #2
0
        public override void Render(SVGElement parent, Material baseMaterial, onRenderCallback cb)
        {
            int i = 0;

            Paths           = new List <GenPath>();
            generatedPoints = new List <Vector2>();
            foreach (SVGPathSeg seg in segList)
            {
                i++;
                Vector2[] newPoints = seg.GetPoints(SVGGenerals.pathNSegments);

                if (generatedPoints.Count > 0 && newPoints != null)
                {
                    if (newPoints[0] == generatedPoints[generatedPoints.Count - 1])
                    {
                        generatedPoints.RemoveAt(generatedPoints.Count - 1);
                        Debug.Log("Remuevo duplicado!");
                    }
                }

                if (newPoints != null)
                {
                    generatedPoints.AddRange(newPoints);
                }

                if (seg.GetType() == typeof(SVGPathSegClose))
                {
                    GenPath path = new GenPath();
                    SVGGenerals.OptimizePoints(ref generatedPoints);
                    path.points = generatedPoints.ToArray();
                    path.closed = true;
                    Paths.Add(path);
                    generatedPoints.Clear();
                }
            }

            if (generatedPoints.Count > 0)
            {
                GenPath path = new GenPath();
                SVGGenerals.OptimizePoints(ref generatedPoints);
                path.points = generatedPoints.ToArray();
                path.closed = false;
                Paths.Add(path);
                generatedPoints.Clear();
            }

            if (Paths.Count == 0)
            {
                Debug.LogWarning("Un path sin segmentos?");
                return;
            }
            vectors_2d = Paths[0].points;
            //foreach (Vector2 vec in vectors_2d) {
            //	Debug.Log(name + "-Vector:" + vec);
            //}

            //base.Render(parent, baseMaterial);

            if (_gameobject == null)
            {
                _gameobject = new GameObject(name);
                _gameobject.AddComponent(typeof(MeshRenderer));
                if (parent != null)
                {
                    _gameobject.transform.parent = parent.gameObject.transform;
                }
            }


            GenerateMeshes();


            if (filter == null)
            {
                filter = gameObject.GetComponent <MeshFilter>();
            }
            if (filter == null)
            {
                filter = gameObject.AddComponent(typeof(MeshFilter)) as MeshFilter;
            }

            filter.mesh = msh;

            if (renderer == null)
            {
                renderer = gameObject.GetComponent <Renderer>();
            }
            //renderer.sharedMaterials[0] = baseMaterial;
            renderer.sharedMaterial = baseMaterial;

            //renderer. = "USVG";
            renderer.sortingOrder = element_number * 2;

            //renderer.material.name = this.name + "-material";
            //renderer.material.color = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value);
            //if (fillColor != null) {
            //	renderer.material.color = new Color(fillColor.R, fillColor.G, fillColor.B, fillOpacity);
            //	renderer.material.renderQueue = 3000 + element_number;
            //}

            if (cb != null)
            {
                cb.Invoke(this.name, msh);
                //cb.Invoke(this.name + "-material", renderer.material);
            }
        }
Example #3
0
        public override void Render(SVGElement parent, Material baseMaterial, onRenderCallback cb)
        {
            if (_gameobject == null)
            {
                _gameobject = new GameObject(name);
                _gameobject.AddComponent(typeof(MeshRenderer));
                if (parent != null)
                {
                    _gameobject.transform.parent = parent.gameObject.transform;
                }
            }

            if (vectors_2d != null && vectors_2d.Length > 0)
            {
                SVGGenerals.OptimizePoints(ref vectors_2d);
                // Use the triangulator to get indices for creating triangles
                Triangulator tr      = new Triangulator(vectors_2d);
                int[]        indices = tr.Triangulate();

                // Create the Vector3 vertices
                Vector3[] vertices = new Vector3[vectors_2d.Length];
                for (int i = 0; i < vertices.Length; i++)
                {
                    vertices[i] = new Vector3(vectors_2d[i].x, vectors_2d[i].y, 0);
                }

                // Create the mesh
                if (msh == null)
                {
                    msh = new Mesh();
                }
                msh.vertices  = vertices;
                msh.triangles = indices;

                if (fillColor != null)
                {
                    // Use vertex colors
                    Color[] colors = new Color[vertices.Length];
                    for (int i = 0; i < colors.Length; i++)
                    {
                        colors[i] = new Color(fillColor.R, fillColor.G, fillColor.B, fillOpacity);
                    }
                    msh.colors = colors;
                }

                //Normals
                //Vector3[] normals = new Vector3[vectors_2d.Length];
                //for (int i = 0; i < normals.Length; i++) {
                //	normals[i] = new Vector3(0, 0, 1);
                //}
                msh.RecalculateNormals();
                msh.RecalculateBounds();
                msh.RecalculateTangents();

                //Generate Path mesh
                if (stroke != null)
                {
                    stroke.GenerateMesh(vertices);
                    Mesh            strokeMesh = stroke.GetMesh();
                    CombineInstance combine    = new CombineInstance();
                    combine.mesh      = strokeMesh;
                    combine.transform = _gameobject.transform.localToWorldMatrix;
                    msh.CombineMeshes(new CombineInstance[] { combine });
                }

                if (filter == null)
                {
                    filter = gameObject.GetComponent <MeshFilter>();
                }
                if (filter == null)
                {
                    filter = gameObject.AddComponent(typeof(MeshFilter)) as MeshFilter;
                }

                filter.sharedMesh = msh;

                if (renderer == null)
                {
                    renderer = gameObject.GetComponent <Renderer>();
                }
                renderer.sharedMaterial = baseMaterial;
                //renderer.material = baseMaterial;
                //renderer.material.name = name + "-material";
                //renderer.sortingLayerName = "USVG";
                renderer.sortingOrder = element_number;

                //renderer.material.color = new Color(UnityEngine.Random.value, UnityEngine.Random.value, UnityEngine.Random.value);
                //if (fillColor != null){
                //	renderer.material.color = new Color(fillColor.R, fillColor.G, fillColor.B, fillOpacity);
                //	renderer.material.renderQueue = 3000 + element_number;
                //}

                if (cb != null)
                {
                    cb.Invoke(this.name + "_msh", msh);
                    //cb.Invoke(renderer.material.name, renderer.material);
                }
            }
        }