Exemple #1
0
    public void Step()
    {
        MeshUtility temp = new MeshUtility();

        setCoef(util.Vertices.Count);
        List <Vertex> vs = new List <Vertex>();

        //Centers
        foreach (Triangle t in util.Triangles)
        {
            Vertex vert = new Vertex(((t.GetVertices()[0].Position + t.GetVertices()[1].Position + t.GetVertices()[2].Position) / 3));
            temp.FindOrCreateVertex(vert);
            vs.Add(vert);
        }
        foreach (Vertex v in vs)
        {
            foreach (Vertex v2 in vs)
            {
                if (v != v2)
                {
                    temp.FindOrCreateEdge(v, v2);
                }
            }
        }
        List <Edge> edges = new List <Edge>();

        foreach (Edge e in temp.Edges)
        {
            edges.Add(e);
        }
        foreach (Edge e in edges)
        {
            foreach (Vertex v in vs)
            {
                if (v != e.Vertices[0] && v != e.Vertices[1] && e.Vertices[0] != e.Vertices[1])
                {
                    temp.CreateTriangle(v, e.Vertices[0], e.Vertices[1]);
                }
            }
        }


        foreach (Triangle t in util.Triangles)
        {
            Vector3 vt = getVertexPoint(t);
            temp.FindOrCreateVertex(vt);
        }

        //foreach (Vertex v in util.Vertices)
        //{
        //    for (int j = 0; j < v.GetTriangles().Length; j++)
        //    {
        //        Triangle t = v.GetTriangles()[j];
        //        Triangle tnext = null;
        //        int i = 0;

        //        do
        //        {
        //            if (i > v.GetTriangles().Length)
        //                tnext = null;
        //            else
        //                tnext = v.GetTriangles()[i];
        //            temp.CreateTriangle(tnext.GetVertices()[0], tnext.GetVertices()[1], tnext.GetVertices()[2]);

        //            t = tnext;

        //            i++;
        //        } while (t != v.GetTriangles()[j] && t != null);
        //    }
        //}
        Debug.Log(temp.Vertices.Count);
        Debug.Log(temp.Edges.Count);
        Debug.Log(temp.Triangles.Count);
        util = temp;
        DebugGraph.meshUtility = util;
        filter.sharedMesh      = util.ToMesh();
    }