Example #1
0
        protected override void BuildMeshComponents()
        {
            Vector2 center = MeshHelper.GetCenter(SplinePoints);

            for (int i = 0; i < SplinePoints.Length; i++)
            {
                SplinePoints[i] -= center;
            }

            var points = CatmullRomSpline.GetPoints(MeshHelper.ConvertVec2ToVec3(SplinePoints), Resolution);

            if (MinArea.HasValue)
            {
                points = SplineSimplification.Simplify(points, MinArea.Value, true, false);
            }
            Vertices = points.ToArray();

            var connections = Triangulation.TriangulationToInt3(new List <Vector2>(MeshHelper.ConvertVec3ToVec2(Vertices)));

            Triangles = new int[connections.Count * 3];
            for (int i = 0; i < connections.Count; i++)
            {
                Triangles[i * 3 + 0] = connections[i].A;
                Triangles[i * 3 + 1] = connections[i].B;
                Triangles[i * 3 + 2] = connections[i].C;
            }

            UVs = MeshHelper.UVUnwrap(Vertices);
        }
Example #2
0
        protected override void BuildMeshComponents()
        {
            var points = CatmullRomSpline.GetPoints(MeshHelper.ConvertVec2ToVec3(SplinePoints), Resolution);

            if (MinArea.HasValue)
            {
                points = SplineSimplification.Simplify(points, MinArea.Value, true, false);
            }
            Vertices = points.ToArray();

            CenterShift = MeshHelper.GetCenter(Vertices);
            for (int i = 0; i < Vertices.Length; i++)
            {
                Vertices[i] -= CenterShift;
            }

            Triangles = new int[Vertices.Length * 3];
            for (int i = 0; i < Vertices.Length; i++)
            {
                Triangles[i * 3 + 0] = 0;
                Triangles[i * 3 + 1] = i;
                Triangles[i * 3 + 2] = (i + 1) % Vertices.Length;
            }

            UVs = MeshHelper.UVUnwrap(Vertices);
        }
 public override void UpdateCollider()
 {
     if (UseDoubleCollider)
     {
         C_PC2D.points = MeshHelper.ConvertVec3ToVec2(Vertices);
     }
     else
     {
         C_EC2D.points = CatmullRomSpline.GetPoints(SplinePoints, Resolution, false).ToArray();
     }
 }
        protected override void BuildMeshComponents()
        {
            List <Vector2> curvePoints = CatmullRomSpline.GetPoints(SplinePoints, Resolution, false);

            if (MinArea.HasValue)
            {
                curvePoints = SplineSimplification.Simplify(curvePoints, MinArea.Value, true, false);
            }

            int len = curvePoints.Count;

            if (len <= 1)
            {
                return;
            }

            List <Vector2> leftCurvePoints  = new List <Vector2>();
            List <Vector2> rightCurvePoints = new List <Vector2>();

            // first vertex
            {
                Vector2 dir = (curvePoints[1] - curvePoints[0]).normalized;
                dir = new Vector2(-dir.y, dir.x) * Width;
                leftCurvePoints.Add(curvePoints[0] - dir);
                rightCurvePoints.Add(curvePoints[0] + dir);
            }
            // second to last - 1 vertices
            for (int i = 1; i < len - 1; i++)
            {
                float   leftAngle   = Mathf.Atan2(curvePoints[i].y - curvePoints[i - 1].y, curvePoints[i].x - curvePoints[i - 1].x) * Mathf.Rad2Deg + 90;
                float   rightAngle  = Mathf.Atan2(curvePoints[i + 1].y - curvePoints[i].y, curvePoints[i + 1].x - curvePoints[i].x) * Mathf.Rad2Deg + 90;
                float   middleAngle = leftAngle + Mathf.DeltaAngle(leftAngle, rightAngle) * 0.5f;
                Vector2 dir         = new Vector2(Mathf.Cos(middleAngle * Mathf.Deg2Rad), Mathf.Sin(middleAngle * Mathf.Deg2Rad)) * Width;
                leftCurvePoints.Add(curvePoints[i] - dir);
                rightCurvePoints.Add(curvePoints[i] + dir);
            }
            // last vertex
            {
                Vector2 dir = (curvePoints[len - 2] - curvePoints[len - 1]).normalized;
                dir = new Vector2(-dir.y, dir.x) * Width;
                leftCurvePoints.Add(curvePoints[len - 1] + dir);
                rightCurvePoints.Add(curvePoints[len - 1] - dir);
            }

            Vertices = new Vector3[leftCurvePoints.Count * 2];
            for (int i = 0; i < leftCurvePoints.Count; i++)
            {
                Vertices[i * 2]     = leftCurvePoints[i];
                Vertices[i * 2 + 1] = rightCurvePoints[i];
            }

            Triangles = new int[(leftCurvePoints.Count - 1) * 6]; // number of quads * 6
            int triangleIndex = 0;

            for (int i = 0; i < leftCurvePoints.Count - 1; i++)
            {
                int ii = i * 2;
                Triangles[triangleIndex++] = ii;
                Triangles[triangleIndex++] = ii + 1;
                Triangles[triangleIndex++] = ii + 3;
                Triangles[triangleIndex++] = ii;
                Triangles[triangleIndex++] = ii + 3;
                Triangles[triangleIndex++] = ii + 2;
            }
        }