Example #1
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="p_spriteObj"></param>
        /// <param name="p_sprite"></param>
        /// <param name="p_point1"></param>
        /// <param name="p_point2"></param>
        /// <returns></returns>
        public OneCut.CutResult CutSpriteToMesh(OneCutObject p_spriteObj, Vector2 selfPos, Vector2 p_point1, Vector2 p_point2)
        {
            List <Triangle> exp_trig           = new List <Triangle>(p_spriteObj.triangles);
            List <Vector2>  intersectionPoints = new List <Vector2>();

            Sprite sprite = p_spriteObj.sprite;

            Vector2[]         vertices          = p_spriteObj.meshVert;
            VerticesSegmentor verticesSegmentor = new VerticesSegmentor(p_point1, p_point2);

            for (int i = 0; i < exp_trig.Count; i++)
            {
                if (exp_trig[i].pairs.Count == 3)
                {
                    HandleTrigIntersection(intersectionPoints, exp_trig[i], verticesSegmentor, selfPos, p_point1, p_point2);
                }
            }

            List <Triangle> newTrigCol = TrigBuilder.Build(exp_trig);

            //always contain 2 trig result
            var segmentResult = ResegmentTriangle(newTrigCol, verticesSegmentor, selfPos);

            return(new OneCut.CutResult(
                       GetSprite(segmentResult[0]),
                       GetSprite(segmentResult[1]),
                       GetSprite(exp_trig),

                       intersectionPoints

                       ));

            //ResegmentVertices(vertices, verticesSegmentor);
        }
Example #2
0
        /// <summary>
        /// Cut object with line given
        /// </summary>
        /// <param name="p_spriteObj">Object to cut</param>
        /// <param name="p_point1">Line header</param>
        /// <param name="p_point2">Line footer</param>
        /// <param name="p_callback">Callback after calculation</param>
        public void Cut(OneCutObject p_spriteObj, Vector2 p_point1, Vector2 p_point2, System.Action <CutResult, bool> p_callback)
        {
            Vector2 objectPos = p_spriteObj.transform.position;

#if !UNITY_WEBGL
            RunCutAyns(delegate { RunCut(p_spriteObj, objectPos, p_point1, p_point2, p_callback); });
#else
            RunCut(p_spriteObj, objectPos, p_point1, p_point2, p_callback);
#endif
        }
Example #3
0
        /// <summary>
        /// Actual cutting mehtod
        /// </summary>
        /// <param name="p_spriteObj"></param>
        /// <param name="objectPos">Transform.positon couldn;t be obtain inside Threading, so give it individually here</param>
        /// <param name="p_point1"></param>
        /// <param name="p_point2"></param>
        /// <param name="p_callback"></param>
        private void RunCut(OneCutObject p_spriteObj, Vector2 objectPos, Vector2 p_point1, Vector2 p_point2, System.Action <CutResult, bool> p_callback)
        {
            List <Triangle> originalTrig = p_spriteObj.triangles;
            CutResult       cutResult    = mainAlgorithm.CutSpriteToMesh(p_spriteObj, objectPos, p_point1, p_point2);

            var  newArea   = System.Math.Round(cutResult.mainSprite.area + cutResult.subSprite.area, 2);
            var  oriArea   = System.Math.Round(cutResult.originSprite.area, 2);
            bool isSuccess = (newArea >= oriArea);

            lock (results)
            {
                results.Enqueue(new TaskResult(cutResult, isSuccess, p_callback));
            }

            if (debugMode)
            {
                p_spriteObj.SetDebugVaraible(cutResult.intersectionPoints, cutResult.mainSprite.meshVert, cutResult.subSprite.meshVert);
            }
        }