Exemple #1
0
        public override void RunTest()
        {
            if (MeshA == null || MeshB == null)
            {
                return;
            }
            if (!MeshA.activeSelf)
            {
                return;
            }
            if (!MeshB.activeSelf)
            {
                return;
            }

            MeshFilter meshAFilter = MeshA.GetComponent <MeshFilter>();
            MeshFilter meshBFilter = MeshB.GetComponent <MeshFilter>();

            MeshRenderer meshARenderer = MeshA.GetComponent <MeshRenderer>();

            Transform meshATransform = MeshA.transform;
            Transform meshBTransform = MeshB.transform;

            Mesh meshA = meshAFilter.mesh;
            Mesh meshB = meshBFilter.mesh;

            float startTime = Time.realtimeSinceStartup;

            CSG.BSPTree meshATree     = CSG.CSGUtil.FromMesh(meshA, meshATransform.localToWorldMatrix);
            CSG.BSPTree meshBTree     = CSG.CSGUtil.FromMesh(meshB, meshBTransform.localToWorldMatrix);
            float       bspCreateTime = Time.realtimeSinceStartup - startTime;

            startTime = Time.realtimeSinceStartup;
            CSG.BSPTree cloneA    = meshATree.Clone();
            CSG.BSPTree cloneB    = meshBTree.Clone();
            float       cloneTime = Time.realtimeSinceStartup - startTime;

            startTime = Time.realtimeSinceStartup;
            List <CSG.Triangle> meshATriangles = meshATree.GetAllTriangles();
            List <CSG.Triangle> meshBTriangles = meshBTree.GetAllTriangles();
            float getAlltrianglesTime          = Time.realtimeSinceStartup - startTime;

            startTime = Time.realtimeSinceStartup;
            List <CSG.Triangle> slicedHalf1triangles;
            List <CSG.Triangle> slicedHalf2triangles;

            CSG.Operations.FastSlice(meshATree, meshBTree, out slicedHalf1triangles, out slicedHalf2triangles);
            float sliceTime = Time.realtimeSinceStartup - startTime;

            string debugLine1 = "SLICE TEST: " + MeshA.name + " BSP tree triangle count: " + meshATriangles.Count +
                                ", target (" + MeshB.name + ") BSP tree triangle count: " + meshBTriangles.Count +
                                ", >> slice result BSP tree triangle count: " + slicedHalf1triangles.Count;

            string debugLine2 = "BSP creation time: " + bspCreateTime + ", BSP clone time: " + cloneTime +
                                ", all triangles: " + getAlltrianglesTime + ", slice time: " + sliceTime;

            Debug.Log(debugLine1 + "\n" + debugLine2);

            Mesh         slicedHalf1Mesh     = CSG.CSGUtil.FromList(slicedHalf1triangles);
            GameObject   slicedHalf1Object   = new GameObject();
            MeshFilter   slicedHalf1Filter   = slicedHalf1Object.AddComponent <MeshFilter>();
            MeshRenderer slicedHalf1Renderer = slicedHalf1Object.AddComponent <MeshRenderer>();

            slicedHalf1Renderer.material = meshARenderer.material;
            slicedHalf1Filter.mesh       = slicedHalf1Mesh;
            Vector3 translateVector = ResultPosition.position - Anchor.position;

            slicedHalf1Object.transform.Translate(translateVector);
            slicedHalf1Object.transform.Translate(0.5f, 0, 0);

            Mesh         slicedHalf2Mesh     = CSG.CSGUtil.FromList(slicedHalf2triangles);
            GameObject   slicedHalf2Object   = new GameObject();
            MeshFilter   slicedHalf2Filter   = slicedHalf2Object.AddComponent <MeshFilter>();
            MeshRenderer slicedHalf2Renderer = slicedHalf2Object.AddComponent <MeshRenderer>();

            slicedHalf2Renderer.material = meshARenderer.material;
            slicedHalf2Filter.mesh       = slicedHalf2Mesh;
            translateVector = ResultPosition.position - Anchor.position;
            slicedHalf2Object.transform.Translate(translateVector);
            slicedHalf2Object.transform.Translate(-0.5f, 0, 0);
        }
Exemple #2
0
        public override void RunTest()
        {
            if (MeshA == null || MeshB == null)
            {
                return;
            }
            if (!MeshA.activeSelf)
            {
                return;
            }
            if (!MeshB.activeSelf)
            {
                return;
            }

            MeshFilter meshAFilter = MeshA.GetComponent <MeshFilter>();
            MeshFilter meshBFilter = MeshB.GetComponent <MeshFilter>();

            MeshRenderer meshARenderer = MeshA.GetComponent <MeshRenderer>();

            Transform meshATransform = MeshA.transform;
            Transform meshBTransform = MeshB.transform;

            Mesh meshA = meshAFilter.mesh;
            Mesh meshB = meshBFilter.mesh;

            float startTime = Time.realtimeSinceStartup;

            CSG.BSPTree meshATree     = CSG.CSGUtil.FromMesh(meshA, meshATransform.localToWorldMatrix);
            CSG.BSPTree meshBTree     = CSG.CSGUtil.FromMesh(meshB, meshBTransform.localToWorldMatrix);
            float       bspCreateTime = Time.realtimeSinceStartup - startTime;

            startTime = Time.realtimeSinceStartup;
            CSG.BSPTree meshATreeClone = meshATree.Clone();
            CSG.BSPTree meshBTreeClone = meshBTree.Clone();
            float       cloneTime      = Time.realtimeSinceStartup - startTime;

            startTime = Time.realtimeSinceStartup;
            List <CSG.Triangle> meshATriangles = meshATree.GetAllTriangles();
            List <CSG.Triangle> meshBTriangles = meshBTree.GetAllTriangles();
            float getAlltrianglesTime          = Time.realtimeSinceStartup - startTime;

            startTime = Time.realtimeSinceStartup;
            CSG.BSPTree subtracted      = CSG.Operations.Subtract(meshATree, meshBTree);
            float       subtractionTime = Time.realtimeSinceStartup - startTime;

            List <CSG.Triangle> subtractedTriangles = subtracted.GetAllTriangles();

            string debugLine1 = "SUBTRACTION  TEST: " + MeshA.name + " BSP tree triangle count: " + meshATriangles.Count +
                                ", target (" + MeshB.name + ") BSP tree triangle count: " + meshBTriangles.Count +
                                ", >> subtraction result BSP tree triangle count: " + subtractedTriangles.Count;

            string debugLine2 = "BSP creation time: " + bspCreateTime + ", BSP clone time: " + cloneTime +
                                ", all triangles: " + getAlltrianglesTime + ", subtraction time: " + subtractionTime;

            Debug.Log(debugLine1 + "\n" + debugLine2);

            Mesh         subtractedMesh    = CSG.CSGUtil.FromBSPtree(subtracted);
            GameObject   subtractedObject  = new GameObject();
            MeshFilter   subtractedFilter  = subtractedObject.AddComponent <MeshFilter>();
            MeshRenderer subtrctedRenderer = subtractedObject.AddComponent <MeshRenderer>();

            subtrctedRenderer.material = meshARenderer.material;
            subtractedFilter.mesh      = subtractedMesh;
            Vector3 translateVector = ResultPosition.position - Anchor.position;

            subtractedObject.transform.Translate(translateVector);
        }