public void DestroyInvalidObjects() { Manifold manifold = Extrudable._manifold; var toDeleteV = new List <int>(_vertexHandles.Keys).FindAll(key => !manifold.IsVertexInUse(key)); foreach (var v in toDeleteV) { var obj = _vertexHandles[v]; _vertexHandles.Remove(v); Destroy(obj.gameObject); } var toDeleteF = new List <int>(_faceHandles.Keys).FindAll(key => !manifold.IsFaceInUse(key)); foreach (var f in toDeleteF) { var obj = _faceHandles[f]; _faceHandles.Remove(f); Destroy(obj.gameObject); } var toDeleteE = new List <int>(_edgeHandles.Keys).FindAll(key => !manifold.IsHalfedgeInUse(key) || key < manifold.GetOppHalfEdge(key)); foreach (var e in toDeleteE) { var obj = _edgeHandles[e]; var faces = new[] { obj.FirstFace, obj.SecondFace }; foreach (var face in faces) { FaceHandleController fhc; if (_faceHandles.TryGetValue(face, out fhc)) { fhc.ConnectedLatches.Remove(obj); } } _edgeHandles.Remove(e); Destroy(obj.gameObject); } // Brute force delete all edge controllers every cleanup, might not be effecient but circumvents bug that doesn't remove all invalid edgecontrollers. int[] ekeys = _edgeHandles.Keys.ToArray(); foreach (int key in ekeys) { var obj = _edgeHandles[key]; if (!obj.Locked) { } _edgeHandles.Remove(key); Destroy(obj.gameObject); } int[] fkeys = _faceHandles.Keys.ToArray(); foreach (int key in fkeys) { var obj = _faceHandles[key]; _faceHandles.Remove(key); Destroy(obj.gameObject); } int[] vkeys = _vertexHandles.Keys.ToArray(); foreach (int key in vkeys) { var obj = _vertexHandles[key]; _vertexHandles.Remove(key); Destroy(obj.gameObject); } }
public void UpdateControls() { Manifold manifold = Extrudable._manifold; var faceIds = new int[manifold.NumberOfFaces()]; var vertexIds = new int[manifold.NumberOfVertices()]; var halfedgeIds = new int[manifold.NumberOfHalfEdges()]; manifold.GetHMeshIds(vertexIds, halfedgeIds, faceIds); // update face handles foreach (var faceHandleController in _faceHandles) { var handleFace = faceHandleController.Value.AssociatedFaceID; if (!faceHandleController.Value.IsDragged) { var center = manifold.GetCenterTriangulated(handleFace); //Use average of edgecenters if we have more than 4 edges. var temp = manifold.GetAdjacentFaceIdsAndEdgeCenters(handleFace); if (temp.edgeCenter.Length > 4) { Vector3 cent = new Vector3(); foreach (Vector3 v in temp.edgeCenter) { cent[0] += v[0]; cent[1] += v[1]; cent[2] += v[2]; } cent[0] /= temp.edgeCenter.Length; cent[1] /= temp.edgeCenter.Length; cent[2] /= temp.edgeCenter.Length; center = cent; } // Rotate the handle to look in the opposite direction of face's normal var normal = manifold.GetFaceNormal(handleFace); var edgeNormal = manifold.GetFirstEdgeDirection(handleFace); faceHandleController.Value.UpdatePositionAndRotation(center, normal, edgeNormal); faceHandleController.Value.gameObject.SetActive(true); } var adjacentFaces = manifold.GetAdjacentFaceIdsAndEdgeCenters(handleFace); for (int j = 0; j < adjacentFaces.edgeId.Length; j++) { EdgeHandleController latch; if (_edgeHandles.TryGetValue(adjacentFaces.edgeId[j], out latch)) { var otherFace = latch.GetOtherFace(handleFace); var edgeCenter = adjacentFaces.edgeCenter[j]; var normal = manifold.GetFaceNormal(handleFace); var adjacentFaceNormal = manifold.GetFaceNormal(otherFace); latch.UpdatePositionAndRotation(edgeCenter, adjacentFaces.edgeNormals[j], adjacentFaceNormal + normal); latch.gameObject.SetActive(true); } } } for (int i = 0; i < faceIds.Length; i++) { int id = faceIds[i]; FaceHandleController visitedHandleController = null; _faceHandles.TryGetValue(id, out visitedHandleController); var newHandle = visitedHandleController != null ? visitedHandleController : InstantiateFaceHandle(manifold, id); InstantiateLatches(manifold, newHandle); } foreach (var vertexHandleController in _vertexHandles) { if (!vertexHandleController.Value.IsDragged) { Vector3 vertexPosition = manifold.VertexPosition(vertexHandleController.Key); vertexHandleController.Value.transform.localPosition = vertexPosition; Vector3 vertexNormal = manifold.GetVertexNormal(vertexHandleController.Key); //Debug.Log("VertexHandleNormal: " + vertexNormal); Quaternion handleRotation = Quaternion.LookRotation(-vertexNormal); vertexHandleController.Value.transform.localRotation = handleRotation; } vertexHandleController.Value.gameObject.SetActive(true); } for (int i = 0; i < vertexIds.Length; i++) { int id = vertexIds[i]; VertexHandleController vertexHandle = null; _vertexHandles.TryGetValue(id, out vertexHandle); if (!manifold.IsVertexInUse(id) || vertexHandle != null) { continue; } InstantiateVertexHandle(manifold, id); } //update sizes foreach (var faceHandleController in _faceHandles.Values) { faceHandleController.UpdateHandleSize(); } foreach (var edgeHandleController in _edgeHandles.Values) { edgeHandleController.UpdateHandleSize(); } foreach (var vertexHandleController in _vertexHandles.Values) { vertexHandleController.UpdateHandleSize(); } }