public static void ExtractCenter(EPMDelaunayTerrain terrain, List <List <Vector2d> > pointList, EPMPoint.PointType oldType, EPMPoint.PointType newType, double halfWidth) { List <EPMTriangle> intersectList = new List <EPMTriangle>(); List <EPMTriangle> oldTypeList = terrain.ExtractTriangles_ByTypes(null, EPMPoint.GenerateTypesInt(false, oldType)); for (int i = 0; i < pointList.Count; i++) { List <Vector2d> lineSet = pointList[i]; for (int j = 0; j < lineSet.Count; j++) { intersectList.AddRange(terrain.ExtractTriangles_PointsInCircle(lineSet[j], halfWidth, 1, oldTypeList)); if (j >= 1) { Vector2d dir = lineSet[j] - lineSet[j - 1]; dir.Normalize(); Vector2d normal = new Vector2d(-dir.y, dir.x); intersectList.AddRange(terrain.ExtractTriangles_PointsInLineWithDistance(lineSet[j - 1] - dir * halfWidth, lineSet[j] + dir * halfWidth, halfWidth, 1, oldTypeList)); intersectList.AddRange(terrain.ExtractTriangles_IntersectLine(lineSet[j - 1] + normal * halfWidth - dir * halfWidth, lineSet[j] + normal * halfWidth + dir * halfWidth, oldTypeList)); intersectList.AddRange(terrain.ExtractTriangles_IntersectLine(lineSet[j - 1] - normal * halfWidth - dir * halfWidth, lineSet[j] - normal * halfWidth + dir * halfWidth, oldTypeList)); } } } for (int i = 0; i < intersectList.Count; i++) { EPMTriangle t = (EPMTriangle)intersectList[i]; t.g_pointList[0].g_type = newType; t.g_pointList[1].g_type = newType; t.g_pointList[2].g_type = newType; t.SetType(newType); } intersectList.Clear(); CheckAndSetTileTypeByNeighbor(terrain, oldType, newType, newType); }
public void CreateMesh() { int rowSplit = g_customData.rowSplit; int columnSplit = g_customData.columnSplit; //First, delete the former created Mesh. for (int i = m_meshRoot.transform.childCount - 1; i >= 0; i--) { GameObject.DestroyImmediate(m_meshRoot.transform.GetChild(i).gameObject); } m_meshRoot.transform.DetachChildren(); //Split Mesh to smaller meshes. List <List <EPMTriangle> > submeshTriangleList = new List <List <EPMTriangle> >(); for (int i = 0; i < rowSplit * columnSplit; i++) { submeshTriangleList.Add(new List <EPMTriangle>()); } //Don't Draw Ocean, use an sea plane to replace it. List <EPMTriangle> triangleList = m_terrain.ExtractTriangles_ByTypes(null, EPMPoint.GenerateTypesInt(true, EPMPoint.PointType.Ocean)); for (int i = 0; i < triangleList.Count; i++) { EPMTriangle t = triangleList[i]; EPMPoint p1 = t.g_pointList[0]; //Check which submesh the point p1 falls in, than put the triangle into this submesh list. Vector2d v2 = p1.pos2d; int column = (int)((v2.x - m_terrain.g_startPoint.x) / m_terrain.getXLength() * columnSplit); if (column >= columnSplit) { column = columnSplit - 1; } int row = (int)((v2.y - m_terrain.g_startPoint.y) / m_terrain.getZlength() * rowSplit); if (row >= rowSplit) { row = rowSplit - 1; } submeshTriangleList[column + row * columnSplit].Add(t); } for (int i = 0; i < submeshTriangleList.Count; i++) { if (submeshTriangleList[i].Count == 0) { continue; } string name = (i / columnSplit).ToString() + "_" + (i % columnSplit).ToString(); CreateSubMesh(submeshTriangleList[i], name); } CreateSeaPlane((float)g_customData.seaLevel); }
public static void CheckAndSetTileTypeByNeighbor(EPMDelaunayTerrain terrain, int checkTypeEnum, int neighborTypeEnum, EPMPoint.PointType newTypeForPassCheck, EPMPoint.PointType newTypeForNotPassCheck, bool processNotPassChcek = true, int minNeighborCount = 2, bool shareEdge = true, bool alsoSetPointsType = false) { List <EPMTriangle> triangleList = terrain.ExtractTriangles_ByTypes(null, checkTypeEnum); if (shareEdge) { for (int i = 0; i < triangleList.Count; i++) { EPMTriangle t = (EPMTriangle)triangleList[i]; int count = 0; for (int j = 0; j < t.g_shareEdgeNeighbors.Count; j++) { if (t.g_shareEdgeNeighbors[j].HasShapeType(neighborTypeEnum)) { count++; } if (count >= minNeighborCount) { t.g_visited = true; break; } } } } else { for (int i = 0; i < triangleList.Count; i++) { EPMTriangle t = (EPMTriangle)triangleList[i]; int count = 0; for (int j = 0; j < t.g_sharePointNeighbors.Count; j++) { if (t.g_sharePointNeighbors[j].HasShapeType(neighborTypeEnum)) { count++; } if (count >= minNeighborCount) { t.g_visited = true; break; } } } } for (int i = 0; i < triangleList.Count; i++) { EPMTriangle t = triangleList[i]; if (t.g_visited) { t.g_visited = false; t.SetType(newTypeForPassCheck); if (alsoSetPointsType) { t.g_pointList[0].g_type = newTypeForPassCheck; t.g_pointList[1].g_type = newTypeForPassCheck; t.g_pointList[2].g_type = newTypeForPassCheck; } } else if (processNotPassChcek) { t.SetType(newTypeForNotPassCheck); if (alsoSetPointsType) { t.g_pointList[0].g_type = newTypeForNotPassCheck; t.g_pointList[1].g_type = newTypeForNotPassCheck; t.g_pointList[2].g_type = newTypeForNotPassCheck; } } } }
public static void ExtractSide(EPMDelaunayTerrain terrain, EPMPoint.PointType oldType, EPMPoint.PointType sideType, double inLength = 2f) { List <EPMTriangle> list = terrain.ExtractTriangles_ByTypes(null, EPMPoint.GenerateTypesInt(false, oldType)); List <EPMPoint> allPoints = terrain.ExtractPoints_All(); List <EPMTriangle> sideList = new List <EPMTriangle>(); int groundEnum = EPMPoint.GetGroundEnums(); for (int i = 0; i < list.Count; i++) { EPMTriangle t = (EPMTriangle)list[i]; int count = 0; int ep1, ep2; ep1 = ep2 = 0; for (int j = 0; j < t.g_shareEdgeNeighbors.Count; j++) { //The edge has an ground tile neighbor. if (t.g_shareEdgeNeighbors[j].HasShapeType(groundEnum)) { count++; t.GetShareEdge((EPMTriangle)t.g_shareEdgeNeighbors[j], out ep1, out ep2); } } if (count == 1) { if (!t.g_visited) { sideList.Add(t); t.g_visited = true; } int ep3 = t.g_sortedIndexList[0]; if (ep3 == ep1 || ep3 == ep2) { ep3 = t.g_sortedIndexList[1]; } if (ep3 == ep1 || ep3 == ep2) { ep3 = t.g_sortedIndexList[2]; } Vector2d p1, p2, p3; p1 = allPoints[ep1].pos2d; p2 = allPoints[ep2].pos2d; p3 = allPoints[ep3].pos2d; Vector2d dir = p2 - p1; Vector2d normal = new Vector2d(-dir.y, dir.x); normal.Normalize(); if ((p3 - p1) * normal < 0) { normal = -normal; } for (int k = 0; k < t.g_shareEdgeNeighbors.Count; k++) { if (t.g_shareEdgeNeighbors[k].HasShapeType(oldType)) { EPMTriangle nei = (EPMTriangle)t.g_shareEdgeNeighbors[k]; if (nei.g_visited == false) { nei.g_visited = true; sideList.Add(nei); } for (int j = 0; j < nei.g_sharePointNeighbors.Count; j++) { EPMTriangle t2 = (EPMTriangle)nei.g_sharePointNeighbors[j]; if (t2.HasShapeType(oldType) && t2.g_visited == false) { Vector2d v2 = t2.g_pointList[0].pos2d; double dot = (v2 - p1) * normal; if (dot >= inLength) { continue; } v2 = t2.g_pointList[1].pos2d; dot = (v2 - p1) * normal; if (dot >= inLength) { continue; } v2 = t2.g_pointList[2].pos2d; dot = (v2 - p1) * normal; if (dot >= inLength) { continue; } t2.g_visited = true; sideList.Add((EPMTriangle)nei.g_sharePointNeighbors[j]); } } } } } } for (int i = 0; i < sideList.Count; i++) { sideList[i].SetType(sideType); } for (int i = 0; i < list.Count; i++) { EPMTriangle t = (EPMTriangle)list[i]; if (t.HasShapeType(sideType)) { continue; } bool finded = true; for (int j = 0; j < t.g_shareEdgeNeighbors.Count; j++) { if (t.g_shareEdgeNeighbors[j].HasShapeType(oldType)) { finded = false; break; } } if (finded) { t.SetType(sideType); } } for (int i = 0; i < list.Count; i++) { list[i].g_visited = false; } }
public void CreateSubMesh(List <EPMTriangle> triangleList, string name) { int pointsNum = triangleList.Count * 3; int indicesNum = pointsNum; Vector3[] vertices = new Vector3[pointsNum]; int[] indices = new int[indicesNum]; Vector2[] uvs = new Vector2[pointsNum]; int currVertices = 0; int currIndices = 0; Vector2 uv = new Vector2(0, 0); for (int i = 0; i < triangleList.Count; i++) { EPMTriangle t = triangleList[i]; EPMPoint p1, p2, p3; p1 = t.g_pointList[0]; p2 = t.g_pointList[1]; p3 = t.g_pointList[2]; Vector3 v1 = new Vector3((float)p1.posX, (float)p1.posY, (float)p1.posZ); Vector3 v2 = new Vector3((float)p2.posX, (float)p2.posY, (float)p2.posZ); Vector3 v3 = new Vector3((float)p3.posX, (float)p3.posY, (float)p3.posZ); vertices[currVertices] = v1; vertices[currVertices + 1] = v2; vertices[currVertices + 2] = v3; //Vector3 cross = Vector3.Cross(v3 - v1, v2 - v1); //if (Vector3.Dot(cross, Vector3.up) > 0) //{ indices[currIndices] = currVertices; indices[currIndices + 1] = currVertices + 2; indices[currIndices + 2] = currVertices + 1; //} //else //{ // indices[currIndices] = currVertices; // indices[currIndices + 1] = currVertices + 1; // indices[currIndices + 2] = currVertices + 2; //} uv = m_materialAgent.getUV(t.g_shapeType); uvs[currVertices] = uv; uvs[currVertices + 1] = uv; uvs[currVertices + 2] = uv; currVertices += 3; currIndices += 3; } GameObject obj = new GameObject(); Mesh mesh = new Mesh(); obj.transform.SetParent(m_meshRoot.transform); obj.name = name; obj.transform.localPosition = Vector3.zero; obj.transform.localEulerAngles = Vector3.zero; obj.transform.localScale = Vector3.one; mesh.vertices = vertices; mesh.SetIndices(indices, MeshTopology.Triangles, 0); mesh.uv = uvs; mesh.RecalculateNormals(); obj.AddComponent <MeshFilter>().sharedMesh = mesh; MeshRenderer mr = obj.AddComponent <MeshRenderer>(); mr.material = m_materialAgent.mat; mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; mr.receiveShadows = false; }